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RCBot Forums > Waypoints > Svencoop 5 Angelscript .rcwa
Pages: 1, 2, 3
madmax2
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Converted, Updated & Tested Waypoints for RCbot-AngelScript
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Latest Update: 4-15-19 (* denotes latest update(s))
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These rcwa's are ready to add to the Git Repository, if you wish to do so... smile.gif

I will add all converted & updated/fixed waypoints here.

Note, some waypoints may be WIP's and may get updated more than once.

Added Royals Series (1,2,3,4) - 3-10-19 WIP's - sc_royals2 needs more work, bots make it as far as blooders pool
Updated sc_royals1 - 3-23-19 fixes for vents & reworked pushables area, see post below for details
Updated sc_royals2 - 3-18-19 bots can & do use grapple, blooders pool fixes, bots go full circle to end of map
Updated sc_royals2 - 4-2-19 Improved blooders pool fixes, cavern jumps
* Updated sc_royals2 - 4-15-19 Improved grapple & HT area, cavern jumps, navigation, more pickups, etc...
Added Last Stand Series - 2-8-19 Updated original waypoints by Mard
Updated Last Stand 1 & 3 (Last & Last3) - 2-27-19 Better navigation, shortcuts, HT/vent
Updated Last2 - 2-25-19 - bots grapple at electric floor, use all shortcuts, & more...

Deadsimpleneo2.rcwa - Only tested in Classic game mode. Bots will pick a game mode randomly, but I recommend picking the game mode you wish to play, then add bots from the Waiting/Ready room.

Added Murks.rcwa - 12-1-18 Bots can play the whole map

Added desertcircle.rcwa + script - Updated rcwa & script 2-17-19 Bots can play the whole map, fixed flag issue with script

==================================================

Updated sc_persia.rcwa - 1-14-19 Bots can play the whole map, Lattice ladder fixed + other improvements

Updated richard_boderman.rcwa - 1-13-19 Bots can play the whole map, ladders fixed

Updated Intruder.rcwa - 1-13-19 Bots can play the whole map, ladders fixed
(old info - Fixed issues at 2 ladders, few unreachables, reworked shack at beginning)

Updated Infested2.rcwa - 12-1-18 Hotfix - disabled last long ladder so bots won't get in way of players

Updated Quarter.rcwa - 12-1-18 Speed Update, so bots exit last 2 spawn rooms faster and get HMG better

Updated sc_doc.rcwa - 1-20-19 Fixed ladders, Improved Cavern jumps, fixed ceiling switch, pry door faster - 2 bots can do it too, jumps for bot jam in passage way to pry door
(old info - Fixed both HTs, vent ladder, doors better, Cheeseh's tweaks included)

See the waypoint topics for these maps for more information...

I should add, if others wish to add converted waypoints to this topic, they may do so. Please create a new topic for new waypoints, thanks...

Note: If you are running a RCbot_AS Build Aug 19, 2020 or newer, you will need to replace some of the rcwa's in this post with the rcwa's from the hotfix_crouchjump_rcwa_pack.zip file found here (including shattered & psyko wpts):
http://rcbot.bots-united.com/forums/index....ost&p=15252

I converted sc_psyko 4-2-20, bots no longer freeze in the spawn room. See this post to download...
http://rcbot.bots-united.com/forums/index....ost&p=15144

I converted shattered 4-21-20, bots can play the map with player help, Updated 4-24-20
http://rcbot.bots-united.com/forums/index....ost&p=15164
RoboCop
Nice work!
madmax2
Thanks man... smile.gif

I've added infested2 as a WIP to the pack. It's mostly converted, may need to rework that last, long ladder. Players need to get and take the the explosives to the elevator door.

@Cheeseh,

Seems we have been working on some of the same maps? Infested, Infested2, intruder, sc_persia...

I had intended to convert crystal and activist series too? I have a complete wpt for sc_persia in the works and have the bots making the jumps as far as the top peg just before that rope. Maybe I should post a list of the wpts I intend to convert, so we are not over lapping our work?

I see you added grapple & massive explosive cheat, cool smile.gif ... Will you be adding teleport bots/players cheat, soon. I Could use that on infested2 & sc_persia... wink.gif

FYI, I had reworked Mard's Last4 wpt for the newer version of the map (sc4.8)(never released it), which I think will convert right over to sc5, I can do that too... The tower was different...
Cheeseh
QUOTE(madmax2 @ Nov 16 2018, 09:15 PM) *

Thanks man... smile.gif

I've added infested2 as a WIP to the pack. It's mostly converted, may need to rework that last, long ladder. Players need to get and take the the explosives to the elevator door.

@Cheeseh,

Seems we have been working on some of the same maps? Infested, Infested2, intruder, sc_persia...

I had intended to convert crystal and activist series too? I have a complete wpt for sc_persia in the works and have the bots making the jumps as far as the top peg just before that rope. Maybe I should post a list of the wpts I intend to convert, so we are not over lapping our work?

I see you added grapple & massive explosive cheat, cool smile.gif ... Will you be adding teleport bots/players cheat, soon. I Could use that on infested2 & sc_persia... wink.gif

FYI, I had reworked Mard's Last4 wpt for the newer version of the map (sc4.8)(never released it), which I think will convert right over to sc5, I can do that too... The tower was different...

hey mad max, go ahead with your waypoints - cos they'll be better than what I've spruced up no doubt anyway. I tend to just noticed bugs in the waypoints -- example for intruder I noticed a p ath that went through the ground nd updated it in the git. The waypoints I've just been making have been done quickly and not testing them enough to the end . If there are any places the bots get stuck though, let me know, might need some new waypoint types.

I added a 'checkground' waypoint type, specificaly for things like drawbridges or semi-permanent platforms (but not moving ones -- will do that later). I
ll think about some more 'cheats' to help with waypointing - I just did the explosion one to progress quickly past some bosses

by the way if thee are any areas where enemies usually hang around , and turrets for example, place an 'unreachable' waypoint as it will let bots know which waypoints they can take cover from the enemies.
madmax2
Just got back from a road trip...

Ok, that all sounds good. I can think of a couple maps the "checkground" will be useful. For moving platforms the "wait for lift" on the old rcbot worked quite well...

Place unreachables above or below turrets, and where enemies hide, correct?

QUOTE
If there are any places the bots get stuck though, let me know, might need some new waypoint types.


Well, I have been stuck on getting the bots to make the leap from the top peg to the rope or awning in sc_persia. They won't jump at all from the top peg, they crouch into the pit from that peg. So I went back to sc4.8 to see what the old bots did at these wall pegs, they pass this area with ease. With jump wpts on each peg and at the top, they bounce/fly right up them and leap to the awning perfectly (watched them do it 5 times in a row). I never saw them crouch (sc4.8). They seem to have more spring when jumping (sc4.8), or it could be the crouch after jumping causing the problem (sc5.0), not sure? This was with the 11-15 nightly build. With this build It seems the bots are pulling in closer to the "stay near" wpts (perhaps normal ones too?), which is better, thanks... smile.gif

I'm going to try once more tonight to fix that peg jump, with the 11-18 NB. Otherwise, I may upload my wpt for you to check this area. We may need some adjustment to the jump wpt, or perhaps it is the way I am waypointing it? It might be the old bots would jump as they approached a jump wpt, and now they jump when they touch a jump wpt??? Seems like they are stubbing their little toes all the way up those pegs... Going to look at that closer tonight...

Cheeseh
The 'wait for lift' has been just changed to 'wait' for now. I'll probably add a new waypoint type soon for moving platforms, unfortunately meaning current waypoints will need changing.

The 'wait' waypoint was added to help with jumps, so bots don't just go straight for a jump, it gives them time to line up. The stay near waypoint might be useful as it will also slow them down.

The bots now perform a crouch when jumping to get over obstacles, in most cases it helps, but may be a different kind of jump is required for the persia pegs
madmax2
Ok, I made some progress today with the peg jumps on persia smile.gif , bots make it across now, sometimes. I would
like it better though, as it's probably less than 10% success. After I get a late lunch I'll post back
with more details, what I had to do... I also tested them all the way to the end of the map. The 2nd peg
area wasn't as bad, main problem there is they crouch under the 1st peg to much, so more tweaking/testing
to do... will be back soon... wink.gif
Cheeseh
QUOTE(madmax2 @ Nov 19 2018, 11:30 PM) *

Ok, I made some progress today with the peg jumps on persia smile.gif , bots make it across now, sometimes. I would
like it better though, as it's probably less than 10% success. After I get a late lunch I'll post back
with more details, what I had to do... I also tested them all the way to the end of the map. The 2nd peg
area wasn't as bad, main problem there is they crouch under the 1st peg to much, so more tweaking/testing
to do... will be back soon... wink.gif


Great. I've made bots now not to choose jump or ladder waypoints as starting ones as usually they need a run up waypoint before them anyway
madmax2
QUOTE(Cheeseh @ Nov 19 2018, 07:29 PM) *

Great. I've made bots now not to choose jump or ladder waypoints as starting ones as usually they need a run up waypoint before them anyway

Ok,sounds good. All these details i'm posting were on the previous build 11-18...

So looking down from the corner wpt, this is what I had, that partially works...

SN---J--J--J--(C_SN_W)-J--J-------N <--- SN=staynear J=jump C=crouch W=wait N=normal wpt
C----F--R--P-----TP-----TP-A-------far end of rope <--- C=corner F=floor R=railing P=peg TP=toppeg A-midair

IPB Image

Not all the wpts in the image are used, the middle, blue, normal wpt is not connected atm..
So if they don't get caught on the railing & crouch under the first peg, they sort of skip up over the railing & on
to the 1st peg in a crouch, then they stand, align themselves to the next wpt on the top peg & jump-crouch onto it.

The next 2 wpts are very close together, I squeezed a jump on the edge of the peg next to what used to be the jump for the old bots, now that wpt is a combination wpt (C_SN_W), but bots could not jump at all from this peg until I added the crouch flag to it. I guess they stop/crouch further back on the top peg and can see the jump better? if they don't stop and crouch they won't make the jump, but I can see they try now with the crouch flag on the wpt before the jump wpt.

So I tweaked it more and i'm getting a much better result. I moved the combination wpt on the top peg a little
further back and that seemed to help a little, but it can't be moved back to the peg graphic, because the bots will touch it from the previous peg and think they are past it when they get to the top peg, and fall.

Next change that helped, I removed the jump flag from the wpt on the 1st peg, this seemed to improve the chance that they would stop & crouch on the top peg, which helps them jump from here. The last thing I did was remove the mid air jump wpt, and connect the path to the other mid air wpt, even more improvement. Then I tagged the mid air wpt as jump, even though that should not do anything, it seems a little better, it could probably be either way? So now it is like this and they make the jump better than 50% of the time, if they stop & crouch on top peg it is nearly 100% certain they will make the jump...

SN---J--J--N--(C_SN_W)-J----J-------N
C----F--R--P------TP-----TP---A-------Rope

IPB Image

They land on the awning, not the rope...

Not sure what to ask for to make this easier (been working on this most of the day), I'll check the latest build for any change... I'll upload this wpt soon so you can see how they behave here, want to tweak a few things in other areas of the map first...

[edit] Looks like image site went down ... bots are doing ok on this map with 11-19 build smile.gif
[edit2] added some clickable thumbnails
madmax2
For bots jumping gaps like this, I have been using a midair elevated wpt to sort of aim them to jump up... Is this the correct way? Is there some optimal position for the midair wpt?

The 11-19 bots seem to be making the 2nd peg jump area better than the 11-18 bots were, just normal wpts work there, i haven't tried add jumps there with this version, yet.

I will probably post the persia wpt today...

rolleyes.gif Off topic: Would it be possible to get more attachment storage for waypointers group? Or is that fixed by the board software? Another 300k would be great... I can move some wpts to the main site, this would just save me some time, and I get some small satisfaction from the download counters going up laugh.gif ... It's not a problem if you can't or don't want to do it for some reason, thought i'd ask...
Cheeseh
To be honeat im not sure what the mid air waypoint might be doing but if it helps why not...

Ive fixed the upload limit.. for some reason ot was capped globally. It is now 1mb per post
madmax2
QUOTE(Cheeseh @ Nov 20 2018, 01:48 PM) *

To be honeat im not sure what the mid air waypoint might be doing but if it helps why not...

Ive fixed the upload limit.. for some reason ot was capped globally. It is now 1mb per post

Heh heh, Maybe I should try it without the midair wpt, not sure if I did that? It was in there for the old rcbots, it helped them... rolleyes.gif

Thanks for the megabyte.... smile.gif
madmax2
I've added sc_persia to the pack... Bots can play the whole map, but I don't have them ending the map by pressing the plunger for the TNT, left that for the players to do for now...
Lots of tweaks added, a few more wpts for better navigation, removed some of the staynear flags, they don't seem to be needed as much in rcbot-AS, navigation seems a bit tighter to the wpts...

I added unreachable wpts in front of most balcony's with snipers, you might want to look and see if I did it correctly. I removed the paths to & from them because it appeared as a couple bots were trying to run thru an elevated unreachable, spinning underneath it. They seem to be still using them to locate enemies, but maybe not as well at a long distance, outside visibility range?

I tried removing the midair wpt at the pegs, bots seem to jump the gap just as well without it, but I'm leaving it in for now. It can be easily removed later if I think it is better? Time to work on other wpts, this one is good enough... Oh, there is one small part I did not test, the rope to climb up from under that lattice/ladder. I'll wait for teleport cheat to test that. They seem to be hanging on to that lattice better than the sc4.8 bots were, nice... smile.gif
Cheeseh
I made some changed to sc_Persia waypoint, see on git

I noticed they were all ganging up at the lattice bumping into each other and falling off, so I made a new waypoint type called "wait_noplayer" which waits for any players around the proximity of a waypoint to leave before continuing, only works for moving players (or who have recently moved) to avoid a deadlock situation -- might be useful for overcrowded areas. I added that waypoint type to persia waypoint and also need to get the latest rcbot from git.


I noticed some unreachables missing, added them, and also added crouch waypoints behind sandbags as bots can use them for cover.
Notied some missing health waypoints too so added them, maybe you can put this in your pack, i'll also put it on the git.


I also added teleport commands now

rcbot.teleport_set


and

rcbot.teleport

or

rcbot.teleport <player name>


Also planning on adding a 'team up' waypoint, dunno how you'd feel about this, it would let bots wait for team mates to arrive before continuing so they'll have more fire power
madmax2
Warning, Massive post... ohmy.gif

QUOTE
I noticed they were all ganging up at the lattice bumping into each other and falling off

Very good, that will be useful (wait_noplayer), might even help at the peg jumps... Most of my recent testing has been with only 2 bots, but I remember that happening in sc4.8 at that lattice, with more bots.

Yeah, sometimes I purposely skip health/ammo/armor locations if they are a bit obsessed or greedy with it, or I may of missed some?

A. About Unreachable wpts, is it ok to remove the paths and will it work outide the visibility range of the wpt, say a very high ceiling turret? Also, I've been placing them either under, above, or in front of the targeted enemy, should I be clipping them into the target, or will either way work?

Yes, I'll check out your improvements to the wpt and add it to the pack... wink.gif

QUOTE
I also added teleport commands now

Great, teleport cheat will help a lot for testing... really needed this, thanks... biggrin.gif

QUOTE
Also planning on adding a 'team up' waypoint, dunno how you'd feel about this

B. Team up sounds good, bots can be very fast on some maps, and hard for some players to keep up with. So it could be useful to slow the pace, perhaps? For this we need to think about how it would work for survival mode, We wouldn't want the bot to wait for players or bots that will never come? Would there be a setting per "team up" wpt, for the number of players/bots to wait for?

-------------------------------------------------------------------------------------------------------------------------
I'm Having a few problems on sc_doc map, i'll post some images when I can... Observed with 11-19 build, haven't checked the lastest build yet...

1. the bottom/crouching humantower bot won't move on, after a new path has been opened it could take, it will stay there frozen indefinitely. There are 2 HT locations in this map

2. bots are having trouble breaking some vent covers. I need to recheck this & i'll upload some images of the locations and a WIP wpt once I've confirmed it. I've seen them shoot some covers, but they may be having a problem crowbaring the vent cover?

3. When 2 bots collide in a vent, going opposite directions, neither bot is willing to back up & let the other one pass. This might be partly due to the waypoint placement (bots would back up in sc4.8, or suicide if they were truly stuck)? does this rcbot version need more waypoints closer together than the older rcbots, in long narrow places with no room to maneuver?

4. there is a usable laser turret in sc_doc bots are stuck shooting at, until a player uses it and exhausts its ammo, then bots will ignore it.

5. Forgot to mention, on sc_persia, I saw bots getting blocked & stuck to npc's in a few places, even happens in the first spawn area, and some doorways (that 1st shortcut by tank, a npc wandered over there more than once)... I've only seen it on sc_persia so far, I'll find out soon when I work on some other maps with friendly npc's. Increasing the wpt radius might help, but may cause problems at the jumps I just reworked, so i'm not sure I want you to do that? I never did try to order the npc to follow me. I think they eventually get loose, but I was noticing a drout of bots on occasion and that was the reason...



Cheeseh
Unreachables, probably better putting them anywhere that is visible for bots to see, so if there are enemies on balconies, put them slightly in front. Unreachables shouldn't have any paths, if there are any , that's a bug.

Haven't implemented 'team up' yet , just an idea. Obvs. will need to be based on how many players are alive if it were to work. Unfortunately theres no way to set preferences except maybe a cvar. I think team up will be useful at points where there might be heavy grunts with miniguns.

regarding humantower stuck bug , there is a timeout for the humantower task, but it might be too long. And maybe the new path is actually longer from the human tower area, in which case I'll nee to add extra cost for a humantower waypoint to the a* algorithm, which is easy.

I've seen a few issues bots have trouble with vent covers, probably visibility and the fact they don't prefer crowbar.

Will need to think about how a bot deals with colliding with each other in vents...

If it's a useable laser turret, try putting tank waypoint where you can control it and bots can use it until it runs out maybe.... but they will only shoot if there is an enemy.

there aren't any waypoint radius in HL1 rcbot but could be added at some point . Bots do try to avoid obstacles but only do so by strafing right , they don't actually check if the left is better yet...

anyway , some things to think about

Also not sure if I should make attacking a task, meaning the bots could be a bit more intelligent when attacking (i.e. they will probably stay still and move back and forward between cover waypoint), but bots won't attack then if they are doing other tasks

by the way bots can open doors now with buttons so shouldn't need to put important waypoints at their buttons

I added extra cost to human tower waypoints. Try out that one again that they got stuck at.
madmax2
QUOTE
I'm Having a few problems on sc_doc map, i'll post some images when I can... Observed with 11-19 build, haven't checked the latest build yet...

1. the bottom/crouching humantower bot won't move on, after a new path has been opened it could take, it will stay there frozen indefinitely. There are 2 HT locations in this map

2. bots are having trouble breaking some vent covers. I need to recheck this & i'll upload some images of the locations and a WIP wpt once I've confirmed it. I've seen them shoot some covers, but they may be having a problem crowbaring the vent cover?

3. When 2 bots collide in a vent, going opposite directions, neither bot is willing to back up & let the other one pass. This might be partly due to the waypoint placement (bots would back up in sc4.8, or suicide if they were truly stuck)? does this rcbot version need more waypoints closer together than the older rcbots, in long narrow places with no room to maneuver?

4. there is a usable laser turret in sc_doc bots are stuck shooting at, until a player uses it and exhausts its ammo, then bots will ignore it.

5. Forgot to mention, on sc_persia, I saw bots getting blocked & stuck to npc's in a few places, even happens in the first spawn area, and some doorways bla bla bla...

Ok, I did more testing today on sc_doc, this time with the 11-22 build, still one version behind...

Need to add new information...

QUOTE
I added extra cost to human tower waypoints. Try out that one again that they got stuck at.

#1. is currently the biggest problem for bots in this map, but at the first HT, I have seen them get up & move on, but not often... I'll check with the new build...

1st Human Tower
IPB Image
2nd Human Tower
IPB Image

QUOTE
I've seen a few issues bots have trouble with vent covers, probably visibility and the fact they don't prefer crowbar.

#2. VENT Covers, there is something weird going on with this map that I never saw with sc4.8. This may not be entirely the bots problem? I've been noclipping ahead of the bots to check, but at the 2 locations i've seen bots unable to break vents, sometimes the vent covers are present, and sometimes they are not present!! So when the covers are not present, they can pass thru these areas, but when they are present, they do not try to break them, as if no cover was there. Not all covers are doing this, I have seen them shoot covers and occasionally heard them crowbar a cover on this map. There is a third vent cover where bots press a button to open it, sometimes the cover slides open at that point, other times I hear it slide open, but the cover is still present, bots will shoot it to break it, so it doesn't block the bots progress either way... So this may be caused by a map bug??

QUOTE
Will need to think about how a bot deals with colliding with each other in vents...

#3. I have partly resolved the bots colliding in this vent by adding a wpt just inside the vent (it wasn't needed in sc4.8). There were 2 places in this vent where bots could collide & get stuck, right at the entrance (fan section blows bots backwards)(seems fixed by new wpt?). The 2nd place was on a ladder, this may not be fixed yet? The sc4.8 bots are better at avoiding problems like this. On sc4.8, most of the time I didn't use ladder flags (or only one ladder flag at the top) in vents, and that worked well to prevent permanent jams in vents. That is not working 100% at this ladder, but I'm thinking your new wpt type may help here "wait_noplayer", I'll let you know.

Fan Vent
IPB Image

QUOTE
If it's a useable laser turret, try putting tank waypoint where you can control it and bots can use it until it runs out maybe.... but they will only shoot if there is an enemy.

#4. This is definitely happening, it's not a game breaker. I've had a tank wpt on this laser cannon since sc4.8. I saw a bot go to it but not fire it, but there is a large number of enemies in the room to distract them. But after all enemies are dead they continue to shoot at it until I empty it...

Laser Cannon / Turret
IPB Image

QUOTE
there aren't any waypoint radius in HL1 rcbot but could be added at some point . Bots do try to avoid obstacles but only do so by strafing right , they don't actually check if the left is better yet...

#5. Okay, I haven't had a chance to check persia with new versions yet... But perhaps some avoidance code improvements will be done...

QUOTE
Unreachables, probably better putting them anywhere that is visible for bots to see, so if there are enemies on balconies, put them slightly in front. Unreachables shouldn't have any paths, if there are any , that's a bug.

Okay, Got it...
QUOTE
by the way bots can open doors now with buttons so shouldn't need to put important waypoints at their buttons

Oh good, been wanting this, thankyou... biggrin.gif
Cheeseh
Hmm. For now with the vent breakable issue try

As_command rcbot.debug_bot (bot name)

Then

As_command rcbot.debug think

And

Developer 1

It will print messages about any breakables they see (even more with player version)


Also if letting bots open doors by themselves don't put opens later waypoints behind the door or they'll ignore it. Opens later should only be for things that can block paths. Maybe you already knew that tho
madmax2
11-23 build

Getting late here, so will try to be brief... No apparent change at the humantower locations, they don't want to leave the crouch, I have seen them change positions, but one almost always stays. But I did discover if I crouch up to it and get under it, it will leave. At the 1st HT, that may resolve the issue, but at the 2nd HT, after they die, they will return to crouch. I'll need to explain more tomorrow, perhaps an image will help?

I'll try debug tomorrow if I can get those vent covers to show up? I did see a bot up against a different vent cover with his crowbar out though. One that has been no problem, but I've only seen them shoot it. I was able to break it with my crowbar. Hmm, I just realized it was after the room where he may of exhausted his ammo shooting at the laser cannon, I let it run unattended for an hour. When I came back he was up against the vent. The other bot was still crouching at the 2nd human tower before the laser cannon room. maybe I should try debug on the HT couching bots, too?

Did some other stuff too, time for bed... Seems like I'm stuck on this map, maybe I should set it aside, If debug doesn't help? Already reworked the jumps at the end of the map... Dang buggy map... blink.gif

[Edit] Locations/Images
1st Human Tower
IPB Image
2nd Human Tower
IPB Image
Laser Cannon Room
IPB Image
Vent after Laser Cannon Room
IPB Image


Cheeseh
Is it definitely a func_breakable ? Use rcbot.search and it will print all greatest entities (with developer 1)
madmax2
QUOTE(Cheeseh @ Nov 24 2018, 03:16 AM) *

Is it definitely a func_breakable ? Use rcbot.search and it will print all greatest entities (with developer 1)

Yes, I think it is. I duplicated the problem at the 2nd vent cover in the map. It's at the 1st humantower, bots shoot the 1st vent cover, they tower up into the vent, the bot had his crowbar out, but would not break it, just kept bumping against it and crouching back and forth in the vent. I nocliped up against it and did the debug search, it showed a func_breakable at distance 28.... At the end of this process I broke the vent an it disappeared from the list, so I would say it is func_breakble. Before I broke it I tried to run debug think on the bot, but it didn't seem to work correctly? It seemed to select the other bot. I ran into this when I tried the say command to "come" to me, a few days ago? Anyways here is what I typed and the response in the console:

CODE
] as_command rcbot.debug_bot [m00]wh3y
] as_command rcbot.debug think
[RCBOT]debugging think
L 24/11/2018 - 10:57:43: "[m00]ch33s3<10><BOT><players>" stats: frags="40.64" deaths="1" health="46"
[RCBOT]Debug '[m00]ch33s3' (if bot)


All other messages looked to be just stat updates, no debuging messages. I turned off debug & tried it on the other bot and it seemed to select that bot, but no rcbot debug messages. Again, tried the bot at the vent, still would not select it. Seems to be a bug in debug and maybe the say commands, selecting the correct bot???

Should the debug messages be on the hud? I did see it a message on the hud for enabling debug_bot and think, also when turning off debug, but nothing else but developer messages at the top of screen...

[edit] Forgot to mention, on my first run this morning, at these same vents, bots broke the problem vent cover by shooting it blink.gif !! maybe he was out of ammo this time, but it doesn't seem likely??

[Edit2] Locations/images
1st Human Tower & 1st Vent Cover
IPB Image
2nd Vent Cover
IPB Image

Cheeseh
There's bug in the player search, you can use partial bot name

as_command rcbot.debug_bot [m00]wh3

should work

I've fixed that but yet to update git .


I will try some more debugging with vents... would be good if someone made a bot debug map for such stuff tongue.gif
madmax2
Re-ran debug with partial name on a stuck bot at same vent. It worked this time, but he was not seeing the func_breakable. I Verified it was a func_breakable.

CODE
] developer 1
] as_command rcbot.debug_bot [m00]m1l
] as_command rcbot.debug think
[RCBOT]debugging think
[RCBOT]Debug '[m00]m1lk' (if bot)
L 24/11/2018 - 19:39:53: "MadMax2<1><STEAM_ID_LAN><players>" stats: frags="27.98" deaths="0" health="100"
L 24/11/2018 - 19:40:03: "[m00]y0ghur7<2><BOT><players>" stats: frags="43.03" deaths="1" health="100"
L 24/11/2018 - 19:40:03: "[m00]m1lk<3><BOT><players>" stats: frags="49.16" deaths="1" health="100"
L 24/11/2018 - 19:41:11: "MadMax2<1><STEAM_ID_LAN><players>" stats: frags="27.98" deaths="0" health="100"
L 24/11/2018 - 19:41:21: "[m00]y0ghur7<2><BOT><players>" stats: frags="43.03" deaths="1" health="100"
L 24/11/2018 - 19:41:21: "[m00]m1lk<3><BOT><players>" stats: frags="49.16" deaths="1" health="100"


Since I was debuging, i switched to the other bot stuck in HumanTower wpt crouching. Every time other bot passed by he was thinking this

CODE
[RCBOT][DEBUG - THINK] CanHeal(player)


Then did

CODE
] as_command rcbot.debug task
[RCBOT]debugging task
[RCBOT][DEBUG - TASK]  FAILED
L 24/11/2018 - 20:05:23: "MadMax2<1><STEAM_ID_LAN><players>" stats: frags="27.98" deaths="0" health="100"
L 24/11/2018 - 20:05:41: "[m00]y0ghur7<2><BOT><players>" stats: frags="45.43" deaths="1" health="100"
[RCBOT][DEBUG - TASK]  FAILED


Then this

CODE
[RCBOT]debugging nav
L 24/11/2018 - 20:07:18: "[m00]y0ghur7<2><BOT><players>" stats: frags="45.43" deaths="1" health="100"
[RCBOT][DEBUG - TASK]  FAILED
[RCBOT][DEBUG - NAV] m_iCurrentWaypoint == 36
[RCBOT][DEBUG - NAV] NavigatorState_Fail
[RCBOT][DEBUG - NAV] CFindPathTask FAILED
[RCBOT][DEBUG - NAV] m_iCurrentWaypoint == 36
[RCBOT][DEBUG - NAV] Navigator State FOUND_GOAL...

[RCBOT][DEBUG - NAV] touchedWpt()
L 24/11/2018 - 20:08:03: "[m00]m1lk<3><BOT><players>" stats: frags="72.45" deaths="4" health="69"
L 24/11/2018 - 20:08:11: "MadMax2<1><STEAM_ID_LAN><players>" stats: frags="27.98" deaths="0" health="100"
[RCBOT][DEBUG - TASK]  FAILED
[RCBOT][DEBUG - NAV] m_iCurrentWaypoint == 36
[RCBOT][DEBUG - NAV] Navigator State FOUND_GOAL...

[RCBOT][DEBUG - NAV] touchedWpt()
L 24/11/2018 - 20:08:21: "[m00]y0ghur7<2><BOT><players>" stats: frags="45.43" deaths="1" health="100"
[RCBOT][DEBUG - TASK]  FAILED
[RCBOT][DEBUG - NAV] m_iCurrentWaypoint == 36
[RCBOT][DEBUG - NAV] Navigator State FOUND_GOAL...

[RCBOT][DEBUG - NAV] touchedWpt()
L 24/11/2018 - 20:08:33: "[m00]m1lk<3><BOT><players>" stats: frags="72.45" deaths="4" health="69"
L 24/11/2018 - 20:08:41: "MadMax2<1><STEAM_ID_LAN><players>" stats: frags="27.98" deaths="0" health="100"
[RCBOT][DEBUG - TASK]  FAILED
[RCBOT][DEBUG - NAV] m_iCurrentWaypoint == 36
[RCBOT][DEBUG - NAV] Navigator State FOUND_GOAL...


He does a touchedWpt() everytime he stands & crouch's

It seems random, but maybe this means something?

CODE
[RCBOT][DEBUG - NAV] CFindPathTask FAILED


Again, if I crouch under him he will start moveing towards the other map goals, and he doesn't need to go thru the vent...

[edit] Added a wip/test wpt, if you want to check out the vent problem & first human tower. It's not to far from the beginning, go left to get key card in room with plank board, then first door can be opened. Wipe out room full of enemies, door, cavern, door and you are there. Or teleport bots might be faster...

This wpt is not ready for the git, parts are not working well yet... unsure.gif

Updated Wpt added to pack for git...
Cheeseh
Trying sc_doc waypoints now, got to the vent and bot didn't seem to see it.... What's really annoying is the lack of debugging ability. I can only add stuff in like messages on the fly but still have to reload the plugin, and when I do that the bots now recognise the breakable and break it !!! then I don't know what caused it in the first place... Debugging some more I think its caused by the bots being too close to the breakable and the breakable origin is too far from its field of view so it is disregarded. I added some code in before that if an entity is blocking the player it is also made visible, but didn't seem to work, so I've forced it into DoButtons() now. See if that helps.

btw I fixed the human tower bug -- when the bot finished doing the human tower task he'd find a new waypoint to start from which would always be the human tower waypoint and start the task again, so bots now no longer choose a human tower waypoint when finding their nearest waypoint to start from

I put the sc_doc waypoints into git and also added some unreachables at turrets.
madmax2
Thanks..

11-25 build

On first test, the bot shot the vent, but saw bot crowbar a different vent. Just getting back to this, going to run more tests. [edit] on 2nd test vent not there, 3rd test bot shot vent again...

[edit] I think I know why this was happening, and it was only at the 2nd HT, may not need any fix for it, I'll post back later after more waypointing/testing:
QUOTE
Good to see they aren't stuck on HT wpt now, but they may not be holding long enough for another bot to get on top? Another 10 seconds crouching might be enough, but I want to retest at both HT locations, may need more time? Even if they do manage to get on top, I think I saw the bottom bot leave before the top bot had a chance to jump off. At the second HT in the map, with the "bugged" version, they could get on top of the computer there fairly well, now I don't think they can do it?


Anyways, will retest the vents & HT locations to be sure...

[edit] I have the 1st Human Tower working much better now. I saw you fixed bots shooting at the laser cannon, nice smile.gif. I'll post more info later, maybe tomorrow.

I still need to fix the ladder in the vent, more info on that latter if I can't resolve it... Other stuff to improve at beginning & end of map too...
madmax2
11-25 build

Vent Covers Fixed: Bots will either shoot or crowbar them... Verified bots do crowbar both the 1st & 2nd vent covers (or shoot them)... thankyou smile.gif

Human towers: A little unsure about this? I may need to try some other locations or just make a test wpt on some boxes and play with it. They do fairly well at the 1st HT in this map, I think because there are no other goals nearby. At the 2nd HT, it's ok, but I've noticed they keep running back over to the HEV/Health chargers, use it briefly, even though they are at 100%.

At the 1st HT, what worked & seemed to help, was the following:

QUOTE
1. made path more vertical - wanted to ask about this, should top wpt be off ledge rather than on ledge? Or does it not matter either way? I'm Looking for what works best?

Top wpt on ledge of vent
IPB Image

Top wpt off ledge, more vertical path (way it is now)
IPB Image

2. I put a staynear flag on HT wpt, to pull them in closer & away from that door there. I used the "stay close to" flags often with the old bots. With rcbot-as, at this location, staynear on the HT alone was causing some problems for the bot on top, he would end up standing looking down at the bot crouching, the bot underneath would not stand up, they would be stuck that way for a long period. Without a SN flag on the HT wpt, this wasn't much of an issue, but they couldn't tower up well plus the door was interfering too.

Before adding staynear to HT wpt
IPB Image


3. So the solution was to put both a SN and a Crouch flag on the HT wpt. The SN helps line them up better and the crouch helped them get into the correct sequence of crouching & standing.


In other words the sequence should be (I think?): HT bot crouch's, top bot jumps on him, at this point the top bot bot must crouch on top of the other bot (this was not happening well without combining the crouch with the SN flags), once the top bot crouch's the bottom bot will stand, then top bot will normally stand & jump up to ledge (in this case it crouch/jumps into the vent).

I tried that at the 2nd location, but it didn't seem to make any difference, probably because there is a jump wpt before the HT, so it's not as much of an issue there.

Like I say, I'm not sure I want you to change anything for HT's yet, unless you spot some bug in the code? Think I need to play with it a bit more. If you add more crouch time for HT bot, don't add more than 10 seconds, don't want them staying there to long either.

You might want to check and see why they are using chargers when at 100%? Come to think of it i've also seen them stand on health packs at 100% too.

Think I've got the problem with the bots jammed/stuck at the vent ladder fixed. I Will be uploading an updated wpts pack to include this wpt, sometime today... wink.gif
Cheeseh
noticed bots standing on top of players at HT waypoints don't jump to allow the crouched player/bot to fully stand up, so they should do that now.

Also noticed bots trying to use health chargers at 100%, I even ignored max_health (which could go higher than 100) and just set it to 100 and they still do it??? not sure myself...
madmax2
HTs are working better smile.gif .

Updated a couple wpts in pack, sc_doc & intruder. Added your updated sc_persia to the pack. First post lists a few of the changes.

Been away from home a few days visiting family for the holiday weekend. Hope to speed up the wpt updates this week, now that some of the bugs are fixed, and i'm getting more familiar with the new bot version.

I'll keep watching for bugs, keep it up, they are getting better... smile.gif

madmax2
Waypointing Request smile.gif :

Audio feedback for add/delete wpt, pathwaypoint_create, and pathwaypoint_remove, different tones for success or failure like you had with old bots.

Working on murks now... Fixed a bad door button issue thats been a big pain. May post some debug info later. Old rcbots had problems with some doors in this map too. Bots can open at least one door without any problems...
Cheeseh
QUOTE(madmax2 @ Nov 28 2018, 09:53 PM) *

Waypointing Request smile.gif :

Audio feedback for add/delete wpt, pathwaypoint_create, and pathwaypoint_remove, different tones for success or failure like you had with old bots.


done some so far smile.gif
madmax2
Thankyou, saw that on git too, will try it today smile.gif .

Spent most of yesterday downloading software, updates, steam updates, configing software for my new (used) PC. Installed rcbot-as/sc5 to it too... so now I have 2 PC's I can wpt on... tongue.gif

btw, its a huge hardware upgrade for me, from a 1.5gb XP PC AMD64 with gtx275, to an i7 12gb, gtx1060 (6gb), with 2 250gb ssd, 1 1Tb & 1 750gb hard drives. Huge cooler master case with 1200W power supply.. I'm heating my house with it laugh.gif ...
madmax2
Updated first post...

Updated Quarter for faster door opening & exit from last 2 spawn rooms (important flags not needed at these doors now, bots exit faster without them). I should mention I don't see the wacky behavior the old bots had at these doors, good job Cheeseh... Bots get the HMG better/faster...

Infested2 Hotfix - disabled last long ladder so bots won't get in the way of players. I will try to fix the ladder at a later date. bots need to go down the ladder quickly...

Added Murks rcwa, Bots can play the whole map and do most everything good. There were some issues and most were resolved but one. I'll try to post about that tommorrow... I was pleased I didn't need to do much for the Human Tower at the end, they do have a little difficulty, but do as well or better than the old bots did. I didn't try to improve it any, it wasn't needed. Bots will use the shortcut through the turret room now.

sc_doc was updated a few days ago, Bots do the HT's good now, can make all the jumps at the end of the map, they may fall some but did well in my last tests, and they can end the map (player should have time to get to the end). Bots do need some help from a player, prying open a door, opening a security door, bots will turn off vent fan but player needs to help them. Recommend a small number of bots, 1 or 2 will probably work best.
madmax2
Updated first post...

Added desertcircle rcwa + script - For the most part it is working good. Bots can play the whole map smile.gif . Bots can capture all flags, blow both towers, and open the front door. I don't have them using the health/ammo crates, for a few reasons. It effects the routes they take (i.e bots will always go to the 1st crate and not use both trenches) and causes some back tracking for health, which I don't want them backtracking much on this map. Bots can only open a crate if an important wpt is there, and bots won't do it if the important wpt is not in the script.

I did a couple last minute changes, i'm still testing. The flags in this map seem to get stuck sometimes, it has happened when I don't use the explo cheat, so maybe grenades will cause it, but seems unlikely? So I removed all the staynear flags from flag wpts, the last and not fully tested one on the 3rd flag. Out of dozens of test games, the flag finally got stuck there. I haven't seen any flag get stuck once the staynear was removed, so hopefully this will fix it?

[edit - Updated 12-13-18] After testing it more, bots were doing so poorly at capping this flag, I changed it back to something close to what I had before. I put the staynear back on the important wpt (flag) & removed the wait. I moved it slightly but its close to original spot. Ran 3 games on it and bots did all objectives, including 3rd flag perfect and no stuck flags smile.gif . Still not sure if this 3rd flag will stick or not, but at least they can cap it much better than last wpt... Tried moving flag wpt away from the pole a little ways, but bots were getting slaughtered from the tower ohmy.gif ... Still testing it...

Another last minute change is at the intersection just before the door switch & 2nd tower explosives. I added a staynear & wait_noplayer there. Not sure I like this change, but a bot was trying to go from the switch back to the explosives to blow the tower and couldn't get around that sharp corner, This fixes that but now they walk there, meh...

I may change this wpt at a later time, after more testing? Other than those gripes, it works pretty good... smile.gif

sc_doc.rcwa - Temporarily removed from the pack, the latest is included with rcbot-AS git.
madmax2
Updated first post... 1-14-19

Updated Richard_Boderman.rcwa Mostly had to fix ladder issues...

Updated Intruder.rcwa Mostly had to fix ladder issues...

The ladder code is in flux right now, so may need to fix ladders again at some point???
madmax2
Updated first post... 1-14-19

Updated sc_persia from git, bots were broken at the horizontal lattice ladder. Bots would get on it, but could not move to the next wpt. Solution was to change all the ladder wpts back to normal wpts. Had to replace one wpt cause bots would get stuck there spinning in circles, moving the wpt fixed the problem, kinda wierd??? It works good with normal wpts, bots don't fall unless getting shot...

Also fixed the rope ladder there so bots can get up it and back onto the lattice if they fall & land on a balcony. That won't happen often, if ever!

Added a number of wait_noplayer flags to help bots at the peg jumps, works really great at the 2nd group of pegs. Couldn't do the same thing at the 1st pegs, or it would mess up the success rate, but I did add some in the area to spread the bots out...

Some unreachables were added and more crouch/cover spots and more movement wpts/paths.
Cheeseh


didn't think about the horizontal ladder - I will test these later. Thanks!
madmax2
Hey Cheeseh,

I'll be adding sc_doc to my pack soon, probably tonite. Had to fix a couple ladders, the vent ladder & that wall ladder near the end (in the cavern). That works ok, but bots do have a little trouble there, can't seem to find the right position for the top ladder wpt without having to put a staynear on it. I Might try moving the bottom wpt, but bots probably make it 70% of the time up the ladder, so probably good enough.

I significantly improved the cavern jumps all the way to the pipe/ladder, nearly 100% success rate! So the only places they may fall is at the wall ladder and getting on top of the vent entering the cavern. I'd say the overall success getting all the way across is better than 70% or 80%, I'm very pleased with that... biggrin.gif

A few other small tweaks, bots were having trouble with the ceiling switch at the 2nd HT, i think it's fixed now. I'm going to try one more time to get bots to wedge that security door reliably. I can get them to do it, but not very good, or fast. Might just be better to leave that for players. No one is going to want to wait for bots to do it unless they are fast, 1st or 2nd try... wink.gif

So by the time you get up in the morning i should of added it to the pack with your script. BTW, great script... I think I need to study it, I think you were checking a door using ,x,<,-1660? no button entity maybe?

I'll be adding a desertcircle update soon, just not sure I'll get it done tonite rolleyes.gif ? I'm adding a couple more scripted wpts to it, just not sure it will make it better?

madmax2
Updated first post... 1-17-19

Added updated sc_doc wpt & Cheeseh's script to the pack last night. Mostly a fix for the ladders & much better cavern jumps. Tried to get bots wedging the security door good, but just put it back to the way it was before. Bots will use the wheel & player can wedge the door... I may go back and move the important wpt for the ceiling switch, bots tend to stick to it, but it works ok.

Guess I'll test my script additions for desertcircle today, and add that to the pack if it works good?
Cheeseh
QUOTE(madmax2 @ Jan 17 2019, 08:55 PM) *

Updated first post... 1-17-19

Added updated sc_doc wpt & Cheeseh's script to the pack last night. Mostly a fix for the ladders & much better cavern jumps. Tried to get bots wedging the security door good, but just put it back to the way it was before. Bots will use the wheel & player can wedge the door... I may go back and move the important wpt for the ceiling switch, bots tend to stick to it, but it works ok.

Guess I'll test my script additions for desertcircle today, and add that to the pack if it works good?


Great I'll add them to the git later after I check them.

For the wedge in the script of sc doc maybe you can find the entity of the wedge itself, i tried but couldn't find it, maybe you can try the visible check or active check

A lot of waypoints could do with scripts to be honest cos bots don't really know where they are going without one
madmax2
Updated sc_doc again rolleyes.gif ... Fixed the ceiling switch, bots usually press it the first attempt. 2 bots can pry open that door, sometimes quickly but usually takes a few times for bots to get in sync, player & a bot can do it fast now. Had to remove the wait_noplayer in the door to do it though, and do some other things. Bots would jam up in the narrow passage way from the spawn room right at start (just sometimes), so slightly moved a wpt, I think it fixed it (I got stuck to them too, all of us trying to attack that first room at the same time ohmy.gif ). [Edit] didn't fix it completely so added jumps to passage way, seems good now...

[Edit - 1-20-19] Tweaked the pry door area again, I think this is the best, and should be final rework. Bots may still hang on the narrow door opening, but not long.

QUOTE
For the wedge in the script of sc doc maybe you can find the entity of the wedge itself, i tried but couldn't find it, maybe you can try the visible check or active check

I'll try... wink.gif

QUOTE
A lot of waypoints could do with scripts to be honest cos bots don't really know where they are going without one

Yeah, many maps could benefit from a script, but they do good on most maps I've tried without scripts, especially linear walk through maps.
madmax2
I've been updating/fixing all four last series maps the last few days. I should be adding them to the pack soon.

I set aside desertcircle update again, cause those darn flag sprites still get stuck sad.gif . Without bots I can duplicate the problem. I believe flags get stuck when the flag is descending, so if a player or bot lets go when getting shot, or dies, the flag sprite may get stuck. At this point, I don't think this is fixable for the script?

Today I was able to get the first flag fully stuck without bots, really stuck so I was unable to capture it. Most of the time, players can still capture the flag even if the sprite gets stuck. Once the music plays, the flag is captured and the next flag is enabled. (the sprite position doesn't determine if a flag has been captured)

So, for players, it isn't a big problem, as they can cap the stuck flags most of the time. I don't think a fully stuck flag happens often, or this would not be an official map?

For bots, the easy solution is not to use the script, that way they will never be stuck at any one flag because the sprite never reaches the top. Of coarse bots will be back to running past flags again, but players can cap them too, I guess that's better than bots getting stuck at one flag? I could try changing the scripted flags to a non-entity (-1) goto/waypoint? They won't know if they have capped a flag, but maybe they won't run by the flags so much?

For the git current wpt, the 1st & 3rd flag sprites are the most likely flags to get stuck. I've put some hours into these flag wpts, changing the positions, etc, but not sure if it is any better? I'm working on different approach angles now, see if that helps reduce the stuck sprites? Need to protect the bots from being shot or dieing while raising a flag, likely not possible though...A script change will likely be the best or only solution?

Here is a search on 3rd flag with it at the top, I don't think there is anything else to use to indicate a flag capture. Ideally, the music playing indicates a flag capture...
CODE
] as_command rcbot.search
[RCBOT]1 : player frame=181.023438 distance = 0 (x=-3381.720459,y=2840.049316,z=380.03125) visible=1,solid=3,angle.x = -6.026001, angle.y = 20.286255 active = 1
[RCBOT]4 : player frame=0 distance = 198.951141 (x=-3261.890137,y=2794.024902,z=228.03125) visible=1,solid=3,angle.x = 6.597681, angle.y = -3.832489 active = 1
[RCBOT]25 : squadmaker frame=0 distance = 180.629776 (x=-3208,y=2852,z=332.015625) visible=0,solid=0,angle.x = 0, angle.y = 278 active = 0
[RCBOT]71 : env_sprite frame=5.350231 distance = 181.143326 (x=-3384,y=2842,z=561.149719) visible=1,solid=0,angle.x = 180, angle.y = 90 active = 1
[RCBOT]72 : momentary_rot_button frame=0 distance = 32.800926 (x=-3356,y=2844,z=400) visible=1,solid=0,angle.x = 0, angle.y = 49.815845 active = 0
[RCBOT]77 : ambient_generic frame=0 distance = 56.470577 (x=-3360,y=2836,z=432) visible=1,solid=0,angle.x = 0, angle.y = 0 active = 1
[RCBOT]86 : trigger_setorigin frame=0 distance = 77.95314 (x=-3352,y=2864,z=448) visible=1,solid=0,angle.x = 0, angle.y = 0 active = 1
[RCBOT]194 : env_sprite frame=5.350231 distance = 181.143326 (x=-3384,y=2842,z=561.149719) visible=1,solid=0,angle.x = 180, angle.y = 270 active = 1
[RCBOT]264 : trigger_multiple frame=0 distance = 26.332506 (x=-3356,y=2844,z=376) visible=0,solid=1,angle.x = 0, angle.y = 0 active = 1


P.S. Seem so be problems with Bots-United for the last 24 hours. Connection/database errors... sad.gif
Cheeseh
hmm can you check "active" on the rotary button or squad maker to see if they change?
madmax2
Sorry for late reply, I get busy at the end of the month...

I checked what you suggested, I don't think it will work. Active doesn't change on buttons or squad maker, and squad maker isn't present on the 1st flag. Angle y on the button does change but varies with the flag. At first I thought it was giving different readings when the flag was at the top, but then I realized if I wait long enough the value returns to zero! Here are the search's on the 1st flag...

CODE
1st flag - at bottom

] as_command rcbot.search
[RCBOT]1 : player frame=201.965088 distance = 0 (x=2817.24707,y=-2527.96875,z=132.009308) visible=1,solid=3,angle.x = -4.72229, angle.y = -69.906006 active = 1
[RCBOT]12 : momentary_rot_button frame=0 distance = 36.06044 (x=2828,y=-2548,z=160) visible=1,solid=0,angle.x = 0, angle.y = 0 active = 0
[RCBOT]54 : env_sprite frame=13.409779 distance = 29.029301 (x=2800,y=-2548,z=120.009811) visible=1,solid=0,angle.x = 180, angle.y = 90 active = 1
[RCBOT]55 : trigger_setorigin frame=0 distance = 116.187103 (x=2824,y=-2528,z=248) visible=1,solid=0,angle.x = 0, angle.y = 0 active = 1
[RCBOT]79 : ambient_generic frame=0 distance = 98.542564 (x=2836,y=-2540,z=228) visible=1,solid=0,angle.x = 0, angle.y = 0 active = 1
[RCBOT]192 : env_sprite frame=13.409779 distance = 29.029301 (x=2800,y=-2548,z=120.009811) visible=1,solid=0,angle.x = 180, angle.y = 270 active = 1
[RCBOT]262 : trigger_multiple frame=0 distance = 23.085733 (x=2828,y=-2548,z=128) visible=0,solid=1,angle.x = 0, angle.y = 0 active = 1

at top

] as_command rcbot.search
[RCBOT]1 : player frame=161.63208 distance = 0 (x=2817.24707,y=-2527.96875,z=132.009308) visible=1,solid=3,angle.x = -2.854614, angle.y = -68.131714 active = 1
[RCBOT]12 : momentary_rot_button frame=0 distance = 36.06044 (x=2828,y=-2548,z=160) visible=1,solid=0,angle.x = 0, angle.y = 64.806274 active = 0
[RCBOT]54 : env_sprite frame=12.355457 distance = 183.427017 (x=2800,y=-2548,z=313.521729) visible=1,solid=0,angle.x = 180, angle.y = 90 active = 1
[RCBOT]55 : trigger_setorigin frame=0 distance = 116.187103 (x=2824,y=-2528,z=248) visible=1,solid=0,angle.x = 0, angle.y = 0 active = 1
[RCBOT]79 : ambient_generic frame=0 distance = 98.542564 (x=2836,y=-2540,z=228) visible=1,solid=0,angle.x = 0, angle.y = 0 active = 1
[RCBOT]192 : env_sprite frame=12.355457 distance = 183.427017 (x=2800,y=-2548,z=313.521729) visible=1,solid=0,angle.x = 180, angle.y = 270 active = 1
[RCBOT]262 : trigger_multiple frame=0 distance = 23.085733 (x=2828,y=-2548,z=128) visible=0,solid=1,angle.x = 0, angle.y = 0 active = 1


I don't think there is much we can do, but change the flags to non-entity important points. I can test and adjust the wpt for that, see how they do... It doesn't totally ruin it for the players, when a flag sprite gets stuck, but it can mess the bots up, to where they aren't as much help.

Last series is going well, the 2nd & 4th maps are probably ready, still need to retest the other 2.

Last2 is the 1st map I tried the grapple with, took me a while to get some near vertical pulls working right, but it's good now... In order to get one working good, I had to noclip the landing wpt into the ceiling directly over the landing point, above & beyond the grapple wpt. Then they could land on the platform there. Raising the grapple wpt above the slime didn't help. The original landing wpt was on the platform so they would let go once they pass that height. So I thought Tarzan swing to a higher point is what worked... It feels like they need to pull a bit more to the grapple wpt? Other than that, grapple seems pretty good, I'll know more when I get to that royals2 map or the sectore maps...
Cheeseh
meant to say perhaps you can make the 'z' much lower for desert circle, because the flags will only move up if they are available, so even if it is like 1 unit above the resting position, bots will think it is complete, but the bots that are currently using the flag won't stop until the invisible button stops moving. So even if it is slightly high bots will ignore it, but when it reaches the bottom again bots will go to it.
madmax2
QUOTE(Cheeseh @ Jan 31 2019, 12:39 AM) *

meant to say perhaps you can make the 'z' much lower for desert circle, because the flags will only move up if they are available, so even if it is like 1 unit above the resting position, bots will think it is complete, but the bots that are currently using the flag won't stop until the invisible button stops moving. So even if it is slightly high bots will ignore it, but when it reaches the bottom again bots will go to it.

Ok, good idea, i'll try to get to that tonight while working on last series... smile.gif

[Edit] Yeah, this looks promising, set all flags to one unit above the bottom position. If flag gets stuck and they are killed, they won't cap it, but when a player caps it, bots will be able to cap the next incomplete goal. (Instead of getting stuck at one flag goal for the rest of the game.) smile.gif

Request:
Would it be possible to add a waypoint_move command, one that retains the flags & connections? I think that would be very useful fixing waypoints, a big time saver. What do you think?
Cheeseh
QUOTE(madmax2 @ Jan 31 2019, 08:25 PM) *

Ok, good idea, i'll try to get to that tonight while working on last series... smile.gif

Request:
Would it be possible to add a waypoint_move command, one that retains the flags & connections? I think that would be very useful fixing waypoints, a big time saver. What do you think?


I can add "waypoint cut" and "waypoint paste", and it will try to keep the same waypoint ID as not to break scripts. If can't keep the same ID then it can issue a warning message about the new ID
madmax2
QUOTE(Cheeseh @ Feb 1 2019, 01:05 AM) *

I can add "waypoint cut" and "waypoint paste", and it will try to keep the same waypoint ID as not to break scripts. If can't keep the same ID then it can issue a warning message about the new ID

Excellent, sounds good... smile.gif

[EDIT] I don't need it now, for updating wpts, but could you also add the autowaypoint function back in? I autowaypointed Judgement with the old rcbot then converted it and edited it with rcbot-AS. It worked ok, but had some glitches using the old bot in SC5 ohmy.gif

Gotta sign off, past 1am here, and a travel day... Thanks Cheeseh... smile.gif
Cheeseh
QUOTE(madmax2 @ Feb 1 2019, 09:09 AM) *

Excellent, sounds good... smile.gif

[EDIT] I don't need it now, for updating wpts, but could you also add the autowaypoint function back in? I autowaypointed Judgement with the old rcbot then converted it and edited it with rcbot-AS. It worked ok, but had some glitches using the old bot in SC5 ohmy.gif

Gotta sign off, past 1am here, and a travel day... Thanks Cheeseh... smile.gif


will try, will take a lot more effort than waypoint cut paste tho laugh.gif
madmax2
QUOTE(Cheeseh @ Feb 4 2019, 12:40 AM) *

will try, will take a lot more effort than waypoint cut paste tho laugh.gif

Guess I should of been more clear, the autowaypoint would be a nice addition, but it's not a high priority for me. I thought you could take the code from rcbot 1 or 2, but perhaps you have to re-write it in AS? The cut & paste wpt is more important to me, as I've seen a lot of situations that will be useful. So, just put autowayoint on the list of possible additions, for when & if you want to add it? wink.gif

The last series waypoints are taking a bit longer than I thought, ran into some problems that slowed my progress, but most of it is resolved now. Once I get last3 into shape, I should be able to add them to the pack. Last3 has an awful lot of wpts & paths, I've removed some of that... (btw, I may of come across a bug with barney wpts, I'll try to post the details soon, with some debug info)

madmax2
Added Updated Last Stand waypoints, original waypoints by Mard... (4 maps)

I will post some details tomorrow ...
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