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Re: baserace
In that version 4 test I mentioned the condump capured the entities from #533-#1023 and showed :
70 air strike entities 65 misc_landmine entities 38 corona entities 19info_notnull entities 17 temp Entity entities 14 noclass entities 14 misc_mg42 entities so at first glance forbidding air strikes and/or killing some of the landmines might do it |
Re: baserace
For the map to end 1 of 2 conditions has to be met.
1 the first side to have the base FULLY built wins or 2 When the timer reaches 0 the team with the most built base wins.. hope that helps? |
Re: baserace
Hello merry new year.
ok i have been testing thiswaypoint for baserace, from what i can tell for now it appears to be a solid waypoint, occaisionally the bots get stuck trying to kill each other one in the trench the other obove the trench, it's so funny to watch :) but that doesn't always happen, both side are evenly balanced, even if you set the round time to 999 no one will win, sometimes one of the sides gets lucky and gets a crate home, i suppose the added human player can change things around, oh yeah on the allies side the ladder where the slope is? near the ammo hut? bots can still get stuck trying to jump down BUT it doesn't happen on the axis side! also i mentioned this before, the bot sight i changed (1700) is ideal but for some reason the acc. of the bots even when the aim variable set to 1 is amazingly accurate.. not sure if it's my server setup i'll check into it.. Great job, surely a final now :) Andy |
Re: baserace
Thanks.
I'll have an updated / final version ready for the next official release. There are a couple routes that I messed up on and I'll fix that ladder. If I can find a good way to get rid of the mines, it may free up enough entities to make the map sort of stable but limiting the air strikes is probably the only way to ensure the map won't crash. I'm not sure abut the aim. For me, if I play against level 1 aim, I can definitely notice a difference... |
Re: baserace
hmm ok thanks for update, i'll look into it more with my own settings i might of overlooked something with the aimskill..
thanks |
Re: baserace
I've received a lot of feedback about the high accuracy of the bots and the range at which they can hit you in baserace. If I'm on the server I ususally run aim at 3 but reduce it to 2 for baserace. I run the server at 2 by default.
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Re: baserace
are you sure it's a one vs one situation? the bots shoot at the closest target within their field of view and with such wide open spaces, it's a good chance that more than one is shooting at you.
it's still playable at aimskill 3 and 4, you just have to use the trenches / underground a bit more. |
Re: baserace
yeah crapshoot i see you point but no thats not the case, and yes when there's 2 or more you just die like in a fraction of a second lol, no 1v1 the bots NEVER miss a shot even at aimskill 1, it's like you'd think if that was a real player then he's using an aimbot, if you understand what i mean? i know they ARE bots, but when i had a server setup with just regular maps they would actually miss me for a few shots...
dunno like i say i will look into my settings... thanks |
Re: baserace
i guess the only real way to test it would to be only adding one bot. the only setting to check is bot_aimskill...you could try lowering the sight distance even more, but even at 1700, i'm seeing them before they can see me...i suppose that depends on the etconfig you are using though.
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Re: baserace
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i would love it to have a stable version, or is this map for fritzbot really dead ? |
Re: baserace
It's something that would need to be avoided in code to be considered stable I believe. Even if I were to go remove a bunch of entities, it wouldn't be something that I would call stable.
So, two options really: 1) Limit airstrikes on the map 2) Convince Mal to add some code to avoid the error similar to how ET Pub does it: http://linespeed.net/projects/etpub/changeset/736 |
Re: baserace
Changes needed are by my count 17 lines not counting comments and braces. Good work finding the code shards Crapshoot! I guess my vote is obvious.
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Re: baserace
I played this last night and saw two things I thought required posting.
• started as axis, bot took initial objective and ran forward with it! • a bot called Hot-Doc was standing still in the trenches with an objective |
Re: baserace
thanks nedd3h.
It looks like if the bots have a steal goal and happen to walk over a different one, they still try to go for the original goal that they had. I fixed this in the aiscript by not activating the other ones until the first one is taken. for the second one, can you remember exactly where that was? a screenshot would help a lot. I suspect that I may have a conflicting route somewhere (not hard to do with 48 total routes). I'll post the fixes as soon as I can track down that particular one. |
Re: baserace
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Re: baserace
There's an alt_roam at that spot for one of the deliver routes, so that must be the problem.
The way the routing works is the bot gets a goal, then if it's within a route nodes radius, it's goal is changed to one of the alt_roams specified. And once it reaches an alt_roam, it goes through the goal selection process again. I think that Mal added some persistence to the routing where once they hit the alt_roam, they want to pick their original goal again and maybe thats a problem if the original goal was deactivated or killed. I think I can fix it by adding alt_roams at the deliver spots, but it won't be until the weekend as I'm pretty busy with other things atm. |
Re: baserace
all links for the waypoints are dead! can someone pls post a working one?
oh, stupid question: i have to rename them to .pk3 and where to put them? |
Re: baserace
I think version 6 is in the 1.1 waypoint pack. Anything later than that you have to ask Crapshoot for.
1- Download Fritz1_1.00.zip 2- Rename Fritz1_1.00.zip to Fritz1_1.00.pk3. 3- Move to \fritzbot (e.g. C:\Program Files\Wolfenstein - Enemy Territory\fritzbot\Fritz1_1.00.pk3) 4- You may want to use one of the experimental versions of Fritzbot. The bots play a little bit better that way. |
Re: baserace
ok mate. thx for all :phone:
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Re: baserace
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i found another issue at the start of the map again, this time with allies
6v6 6 axis bots 5 allied bots + me Fritz - fieldop - allied • get's a crate and returns but then just stopped and looked up for a while then ran back out toward axis without capping it • i reset map and Fritz did this again as did opt!mus (covert) opt!mus capped straight after a dyno planted message • i reset the map again a Fritz did the same but this time stayed untill death would a demo help with this? |
Re: baserace
I'm not sure that I can fix it via waypoints. I'll take a closer look sometime this week. It's one of 2 things; an alt_roam for a route is inside the parent routes radius or the disabling of a capture point while the bot is on the way is confusing them.
Sorry for the delay on this, been working on waypointing / testing a Quake 4 bot (Dr. Evil's bot). Will get to this ASAP as well as fix a broken GlobalAccum for the levers in Adlernest. |
Re: baserace
More feedback here,
• The Axis BOTs I mentioned before taking the initial objective and running forward with it look to be always engies. They move forward and plant dynos rather than return the initial objective. I've also noticed engies planting dynos where something has already been blown. • I saw a medic with an objective stand next to medic construction pad and not cap it. It was at level 3. nedd |
Re: baserace
*The engineer issue is likely an AI code issue with respect to priorities possibly influenced by the lack of actual steal actions or not.
*The second point may have a variety of causes that are hard to reproduce or determine. If the bot stops at the second to last node, double node-ing the deliver point should fix it. If it is related to a goal_num change while the bot is delivering it, re-enabling the steal action might help (but can't be used in the Baserace waypoints as it uses only delivers not steals). Anyway I have posted a modified waypoint 1.60.1 complete with Nedd3h's requested corner scoreboard. Deliver pads are mostly double node-ed (except fence pads), 3 new speakers and 2 sounds added (the latter I hope to improve with something more distinctive later). With such limited changes I have only tested the map for one evening so I consider it beta "as-is". FYI:Above link will die come October 2009. |
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