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-   -   HQ waypoints for cs_waterside finished (http://forums.bots-united.com/showthread.php?t=1195)

>BKA< T Wrecks 02-04-2004 21:32

Re: HQ waypoints for cs_waterside finished
 
1 Attachment(s)
Ok... I added some Wps down at the river (not really necessary IMO, but once i was at it...).
What's more important: I added some WPs in that entry hall, getting rid of those long, slightly angled connections through the doors to the two rooms left and right of the entrance. If the WP distribution looks strange, that's because of the doors. Bots won't run into doors this way.
If you have the old file, don't worry - I never saw real problems at the two spots mentioned above. This new version is just a little more exact - maybe even good enough to please SoUlFaThEr and make him proud of me... :D or not? Anyway, here's the file - enjoy:

SoUlFaThEr 03-04-2004 03:36

Re: HQ waypoints for cs_waterside finished
 
it was fine.......things i mentioned are only a matter of opinion......with 2.6mm if a bot is down in your water.....in a firefight.....he may not get back because PMB stated that they dont follow waypoints in a fight like they used to......so he meant we should FILL...getting a waypoint with a huge radius out in the ends of it are fine(and well spread)

this new menu in our editor works wonders for close quarter waypointing :

bind "k" "wpmenu apmd" (will later be in the wpmenu allas option 9 i hope)
when i upload havana again...you will see what i mean in some areas......works wonders :)

i wrote us up a menu for selected autopath max distances and Austin coded it in and thanks to PMB, it was thrown right in

Pierre-Marie Baty 03-04-2004 03:59

Re: HQ waypoints for cs_waterside finished
 
Quote:

Originally Posted by SoUlFaThEr
they dont follow waypoints in a fight like they used to...

Actually, they NEVER did. Whoever told you the contrary was either clueless, liar, or voluntarily boasting. There is NOTHING in the POD-bot code to make the bots follow waypoints while in combat, except perhaps when the bots are fleeing out of it to take cover (which case, they completely abandon the fight, as you can see).

The state machine that makes the bots move while in combat is decided in BotDoAttackMovement(). Check this function in whatever sense you want, you'll see that no waypointing code is and was ever involved here. :)

If you can ever convince me of having said the contrary, then it's that at that time I was clueless. :)

SoUlFaThEr 03-04-2004 04:05

Re: HQ waypoints for cs_waterside finished
 
mmmmkay

i think you just.....said it......and that was enough for me to adjust all the waypoints :)

>BKA< T Wrecks 03-04-2004 10:34

Re: HQ waypoints for cs_waterside finished
 
Yup, that statement 'bout bots not caring about WPs when engaged in combat is already in the official PB 2.5 waypoint documentation by Count Floyd and Botman. It's on the last page, the last of those "common errors" listed in that doc.

Pierre-Marie Baty 03-04-2004 15:12

Re: HQ waypoints for cs_waterside finished
 
Quote:

Originally Posted by SoUlFaThEr
mmmmkay

i think you just.....said it......and that was enough for me to adjust all the waypoints :)

Don't get me wrong : it is needed to put waypoints everywhere PRECISELY because the bots don't rely on them during a firefight. When they engage the enemy and move during the attack, then when the enemy dies, the bot wonders itself, "geez, where am I now ?" just as if it had just waken up. If the bot can't find any waypoint around itself, then it gets stuck.

SoUlFaThEr 03-04-2004 15:18

Re: HQ waypoints for cs_waterside finished
 
exactly why i suggested to him to fill in the empty space

got a question now tho.......cs_siege is a worthless map with this bot......when i fixed the camp spots in that map.......i erased all the wp's that lead to the elevator and up........now the bots use the map right.....and problems with this?


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