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-   -   POD-bot back into shape. (http://forums.bots-united.com/showthread.php?t=833)

sPlOrYgOn 29-03-2004 04:57

Re: POD-bot back into shape.
 
yea but is there any way to stop them from spinning around like they've gone insane?
It looks really funny when they move really fast and look like they got a whole bunch of extra body parts sticking out in a circle.
[edit] thanks for the happy birthday.. sorry i missed yours [/edit]
[edit2] btw i'm trying to learn more C++ so i can help with this..
but theres no guarantee that I can learn that fast since I'm lazy 9_9 [/edit2]

Pierre-Marie Baty 29-03-2004 07:12

Re: POD-bot back into shape.
 
I don't understand what you mean... can I have a demo of that bug ?

sPlOrYgOn 29-03-2004 07:20

Re: POD-bot back into shape.
 
the demo is already up in my other post.

Austin 29-03-2004 09:09

Re: POD-bot back into shape.
 
PM, while you are at it, how about fixing this bug.
When the bots take damage it doesn't slow them down like it does humans.

SF, how can I get you WPs for pod2.5MM?
I want to start testing the bot soon.
Let me know and I can put a zip of them on my web site.

SoUlFaThEr 29-03-2004 14:00

Re: POD-bot back into shape.
 
yeah.......im in Aztec and watching bots throw nades straight UPwards in some corner of the map where its not possible for any danger to be tho PMB.......or i see them throwing the nade in exactly the opposite direction from where the danger presently is.......

VERY IMPORTANT EDIT HERE :::::

i put the bots in 1.6
they work fine and i can waypoint now there(in 1.6) too BUT:

1) the autopath setradius function does not work there......and now that its missing (in 1.6)...i know what its worth is!!!!!!
2) the node does not display(upper left) when standing on a waypoint so you have to open console to find out it's number......which sucks, by adding so many more clicks to waypointing(other than that damn must-use-mouse-to-exit-the-console shit.
3) something must be done to wp teleport function. i use this a lot.....and when i do.......im sunk into the ground(it was like that with 1.5 SOMEtimes) everytime i do it. so it makes it useless......help on that one!!!

this map de_airstrip has also a bad layout.........all t's can reach bomb A and plant the bomb before a CT can get there(i ran as fast as i could and got there no less than a second AFTER the bomb got planted......not good
i did these waypoints tho.......

i am finished with these standard waypoints so far for this 2.6mm bot:
CS 1.5 :
as_oilrig
as_tundra
cs_assault
cs_havana
cs_backalley
cs_747
cs_estate
cs_italy
cs_militia
cs_siege(this sucks horribly, and nothing i can do about it...)
de_aztec
de_cbble
de_chateau
de_dust
de_dust2
de_inferno
de_survivor

CS 1.6
de_airstrip

and the day is not over yet........:|

that cs_siege waypoint: the bots NEVER stay up.....the CT's go down to the elevator which of course......makes it take allmost the whole round until all of them successfully get up the elevator......no good map to play with this bot on.......the danger factor has nothing to do with this......its like this from the start after fixing a WP with no pxp. i played for 3 hours on that map with no change in result......once in a while one of them would go straight out.....

Austin 30-03-2004 02:06

Re: POD-bot back into shape.
 
Quote:

Originally Posted by Pierre-Marie Baty
I did notice they don't see through glass. I'm investigating the problem. I believe the engine PVS stuff is incriminated.

PM, I think this may have to do with Func_Illusionary.

I have noiticed they will not shoot at you when you are crouched behind a railing which is a Func_Illusionary (i think).
For example in assault upc crouch down behind the railing while a t. when they come into the building, evne if they see you they will just look up at you not shooting at you.
Is glass also a Func_Illusionary type? Perhaps ther are more entity types that have certain "view" behavious the bo thas trouble with?

sPlOrYgOn 30-03-2004 03:00

Re: POD-bot back into shape.
 
well the only map i tested the glass thing was cs_seige..
the glass is NOT breakable and maybe podbot just checks if the object breaks into glass pieces..
the func_illusionary they can see through it.. in cs_assault the fence in the front.. they can see me.
aren't railings just func_wall with 255 fx amount or something like that?

@SoulFather the thing about them going down in cs_siege..
if you point across the bridge and do the radio command "Storm the Front!" they will not go down.
[edit] while on CT of course.. because almost always 1 of the CT bots will say "Follow me!" and lead everyone down to the elevator where they keep pushing the button and only once in a while, a CT will be on the elevator while its about to go up. [/edit]

[+Duracell-] 30-03-2004 03:10

Re: POD-bot back into shape.
 
Quote:

Originally Posted by sPlOrYgOn
well the only map i tested the glass thing was cs_seige..
the glass is NOT breakable and maybe podbot just checks if the object breaks into glass pieces..
the func_illusionary they can see through it.. in cs_assault the fence in the front.. they can see me.
aren't railings just func_wall with 255 fx rendering or something like that?

@SoulFather the thing about them going down in cs_siege..
if you point across the bridge and do the radio command "Storm the Front!" they will not go down.
[edit] while on CT of course.. because almost always 1 of the CT bots will say "Follow me!" and lead everyone down to the elevator where they keep pushing the button and only once in a while, a CT will be on the elevator while its about to go up. [/edit]

"Storm the Front!" makes the bots rush in the general direction you are pointing, which is why they go across the bridge when you point that way.

Railings are normal walls, I believe, that are thin (maybe 4 units at most). The textures have a transparent color which is not shown ingame (blue in Hammer).

Glass is different...it's either func_breakable or func_illusionary I think...I'm not too sure...haven't messed around with mapping a lot.

sPlOrYgOn 30-03-2004 03:17

Re: POD-bot back into shape.
 
1 Attachment(s)
i know what storm the front does... thats why i said that..
and railings are not normal walls you need to make them a func_sumthing then set the fx amount to 255 or 0 i can't remember to make the blue transparent and glass is func_breakable if it is breakable.. and they set it's fx_render amount to to some number between 255-0 to make the glass foggy/clear.
i messed with mapping for about a month.
[edit]
attached one of my incredible(cheap) maps :D
[/edit]

SoUlFaThEr 30-03-2004 03:56

Re: POD-bot back into shape.
 
fyi : (i "messed" with mapping for 4 years now)

most glass items are a func_breakable.....some are func_illusionary......some are func_wall......all depends on the mapper........the GOOD mappers make alpha texture brushes a func_illusionary(so you can shoot through it) and cover it with a "clip brush" to block player movement thru it. AUSTIN, shoot at that railing......if you see your shots ON it.....its a func_wall....and a bot wont see through it. if its placing bullet hole decals on it i mean. if its not doiing that.....then some retard made the whole thing a func_breakable with an unreal amount of health or the bot cant "see" through the CLIP BRUSH(we had this clip brush conversation once....). I dont think a func_breakable is shot by a bot unless he is prepared to go through it.....like grates and most glass.....he wont shoot it unless hes intending to go through it. i may be wrong here......test it on cs_office.....just stand behind the glass and see if he shoots you! its the only thing i can think of......

that glass in cs_siege is 100% a func_wall if its not breakable. in which case a bot will definately not shoot through or see through it.

who cares about a "storm the front" every damn round! they should go there on thier own........but dont anymore. and do you think, of all people, that i dont know that myself?? hehe

sPlOrYgOn 30-03-2004 06:38

Re: POD-bot back into shape.
 
yes we know you're the best at mapping and waypointing :D

SoUlFaThEr 30-03-2004 11:58

Re: POD-bot back into shape.
 
dude.......that was not my point

i am not the best at anything, and never claimed to be, otherwise i would be making money. hehe

any help is appreciated !!!!!

sPlOrYgOn 31-03-2004 01:56

Re: POD-bot back into shape.
 
but you are really good...

help with what?

[edit]
damn these podbot source code files are huge...
[/edit]

Whistler 31-03-2004 13:02

Re: POD-bot back into shape.
 
Code:

bool IsGroupOfEnemies (bot_t *pBot, Vector vLocation)
 {
 ......
    // search the world for enemy players...
    for (i = 1; i <= gpGlobals->maxClients; i++) // BUG
    {
          if (!ThreatTab[i].IsUsed || !ThreatTab[i].IsAlive || (ThreatTab[i].pEdict == pEdict))
                  continue;

The ThreatTab range is [0, gpGlobals->maxClients) so this is wrong
it should be:
for (i = 0; i < gpGlobals->maxClients; i++)


Code:

    if (!(pEdict->v.button & (IN_LEFT | IN_RIGHT)))
    {
          if (pBot->f_sidemove_speed > 0)
                  pEdict->v.button |= IN_RIGHT;
          else
                  pEdict->v.button |= IN_LEFT;
    }

The buttons should be IN_MOVELEFT and IN_MOVERIGHT. IN_LEFT and IN_RIGHT means "look left" and "look right" (Anyway I don't think this button thing is necessary)


Code:

                  if (pBot->iCampDirection < 1)
                  {
                        v_dest.x = paths[pBot->curr_wpt_index]->fcampstartx;
                        v_dest.y = paths[pBot->curr_wpt_index]->fcampstarty;
                        v_dest.z = 0;
                  }
                  .
                  .
                  .
                  MAKE_VECTORS (v_dest);
                  pBot->vecCamp = paths[pBot->curr_wpt_index]->origin + gpGlobals->v_forward * 500;

The fcampstartx, fcampstarty, fcampendx, fcampendy aren't angles. Take a look at this in waypoint.cpp...
Code:

          case 5: // Camping Point
                  p->flags |= W_FL_CROSSING;
                  p->flags |= W_FL_CAMP;
                  p->flags |= W_FL_NOHOSTAGE;
                  MAKE_VECTORS (pHostEdict->v.v_angle);
                  v_forward = pHostEdict->v.origin + pHostEdict->v.view_ofs + gpGlobals->v_forward * 640;
                  p->fcampstartx = v_forward.x;
                  p->fcampstarty = v_forward.y;
                  WaypointDrawBeam (start, end, 30, 0, 0, 255, 255, 250, 5);
                  break;

This camping direction bug is too difficult to handle, and I haven't found a good way to fix it without changing the waypoint format to add "fcampstartz" and "fcampendz" and redo all waypoints... well, IMHO the PB waypoint format is really bad, it just limits the max connections to 8 waypoints, so I can't reflect the old RealBot waypoint system without changing waypoint format


Code:

    if (*fAngle >= 180)
          *fAngle -= 360 * ((int) (*fAngle / 360) + 1);
    if (*fAngle < -180)
          *fAngle += 360 * ((int) (-*fAngle / 360) + 1); // don't forget the "-" (bugfix by Myung Jee)

...You shouldn't have been reading that "Myung Jee"'s email carefully
That "Myung Jee" should have mailed you this...

Quote:

You code won't work if the angle is 360, 720, 1080, etc.
eg. 360 - 360 * ((int)(360 / 360) + 1) = 360 - 720 = -360
...and:
Code:

float WrapAngle (float angle_to_wrap)
 {
    static float angle;
    angle = angle_to_wrap;
 
    if (angle >= 180.0)
          angle -= 360.0 * ((int)(angle / 360 + 0.5));
    if (angle < -180.0)
          angle += 360.0 * ((int)(-angle / 360 + 0.5));
 
    return (angle);
 }


(P.S. If you don't know why I know that "Myung Jee"'s email so much, take a look at botman's forum archive (all the names shown in it are login names instead of display names), the post #5006 in developer forum is post by "him" :D )

Pierre-Marie Baty 01-04-2004 05:08

Re: POD-bot back into shape.
 
l33t, guys. Thanks a lot Whistler again for contributing to the bugfixes :)

but FYI the campstart and campend values ARE MEANT TO BE angles. It's Count Floyd that messed it all up and confused everything :D Hence the fix goes in waypoint.cpp, not the other way around.

Here's the new changelog:
Quote:

+ Fixed a bug where CT bots could not be added (choosing auto team instead).
+ Waypointers can now type "ap" instead of "autopath".
+ Fixed strafe key bug (thanks Whistler)
+ Fixed potential crash bug by ThreatTab array overflow (thanks Whistler)
+ Bots should not be trying to toss grenades over the walls in de_dust or
through the ceilings like in de_nuke anymore.
+ Finally FI-XED wicked bug of bots not able to see through certain types of
glass !!! w00h00h00h00h0000000t!!!!!
+ Bots should approach crouched waypoints correctly now (ducking)
+ Bots now estimate crouched waypoints using a slower travel speed while
pathfinding (should help them not believe crouched routes are the fastest)
+ Fixed bug where bots would spin around with the head upside down (!!!)
+ Made the waypoint index display cleaner in waypoint editing mode. It doesn't
flood the console anymore and it's visible in CS 1.5 and 1.6 identically.
+ Fixed "wp teleport" function in the waypoint editor so that players can't be
stuck into the ground anymore when teleporting from one waypoint to another.
+ Fixed incorrect recording of "campstart" and "campangle" angles when adding
a waypoint. These values are meant to be ANGLES, NOT vector locations.
Here's the link
http://racc.bots-united.com/releases/podbot.zip
Keep me aware of what works and what not. Enjoy! :)

SoUlFaThEr 01-04-2004 06:01

Re: POD-bot back into shape.
 
THANKS for an extremely fast update.......here i thought i was going to sleep!

AP.....thanks dude
nades.....thanks dude
index display in 1.6........thanks dude
crouch waypoints........thanks dude
teleport......thanks dude

JESUS!!!!!!!

OMG THIS ROCKS!!!!! yer knockin me out.......i cant sleep!!!!!


EDIT
first things:
in the podbot.cfg

1) put the "=" as bot menu by default......its B right now and thats the default buy menu for CS.........
2) the botfollow should be set by default at 3.......12 is just too many
3) the weapon pickup should be max 2 by default......12 is rediculous :)


these are my opinions and these are things that one must change when installing the bot.......

are those my waypoints in the default folder now? just curious:|
/EDIT

sPlOrYgOn 01-04-2004 06:10

Re: POD-bot back into shape.
 
1 Attachment(s)
the strangest bug ever...
I was using SoulFather's cs_assault waypoints for this demo...
they seem to love facing walls and jumping now...
[edit]
btw i don't think the waypoints have anything to do with this.. because i've used his waypoints before this update and they worked just fine...
[/edit]

SoUlFaThEr 01-04-2004 06:18

Re: POD-bot back into shape.
 
looks like there is no full waypoint there........like only a few to be able to save it.......it looks like they have no direction........

does it do that on other maps too.....check them all........i have no problems like this

oooooo

sPlOrYgOn 01-04-2004 06:19

Re: POD-bot back into shape.
 
i even checked de_dust and they do the same stuff...
they seem to try to jump out of the map or sumthing..
they all start piling up at a wall on the corner of the map and start jumping...
[edit]
they seem to be trying to go to the sky...
all the bots are all looking up and bumping into walls and such then start jumping..
[/edit]

SoUlFaThEr 01-04-2004 06:32

Re: POD-bot back into shape.
 
i tried cs_waterside.....with t-wrecks waypoint......same stuff

so its the bot.......and dang.......i had to overwrite the last version of it9_9 :D

sPlOrYgOn 01-04-2004 06:34

Re: POD-bot back into shape.
 
time to test my C++ debugging skills :D
[edit]
it might be because he removed that flag to fix the glass problem...
because when i join a map that I don't have waypoints for the map is brighter.. but when i join a map with waypoints and add bots the map looks darker..
[/edit]
[edit2]
i noticed that
Code:

/*  for (i = gpGlobals->maxClients + 1; i < gpGlobals->maxEntities; i++)
  {
      pent = INDEXENT (i);

      if (!FNullEnt (pent)
          && (strcmp (STRING (pent->v.classname), "func_wall") == 0)
          && (pent->v.rendermode == kRenderTransTexture))
        pent->v.flags &= ~FL_WORLDBRUSH;
  }*/

was commented out.. wasn't this the glass fix?
[/edit2]
[edit3]
i don't get it.. i used to be able to compile.. but now it says i'm missing files that metamod requires like pthread.h, unistd.h, and dlfcn.h...
[/edit3]
[edit4]
uncommented it and it did nothing :o
i know absolutely nothing :D
[/edit4]
[edit5]
this is probably one of the reasons to have a cvs repository...
then we could look at what got changed and see if theres a screw up somewhere..
[/edit5]

Pierre-Marie Baty 01-04-2004 07:56

Re: POD-bot back into shape.
 
It looks like I've done something wrong again !

Don't go to bed just yet, there might be a little fix in 1/2 an hour or so.....

sPlOrYgOn 01-04-2004 07:59

Re: POD-bot back into shape.
 
don't worry.. its barely 21:00 over here :D

Pierre-Marie Baty 01-04-2004 08:12

Re: POD-bot back into shape.
 
HERE's the fix fix fix!
Code:

void UTIL_ClampAngle (float *fAngle)
{
  // Whistler, TEST your bugfixes before submitting them!!! :D
  if (*fAngle >= 180)
          *fAngle -= 360 * ((int) (*fAngle / 360) + 1); // and not 0.5
  if (*fAngle < -180)
          *fAngle += 360 * ((int) (-*fAngle / 360) + 1); // and not 0.5
  if ((*fAngle >= 180) || (*fAngle < -180))
          *fAngle = 0; // heck, if we're still above the limit then something's REALLY fuckedup!
}

void UTIL_ClampVector (Vector *vecAngles)
{
  // Whistler, TEST your bugfixes before submitting them!!! :D
  if (vecAngles->x >= 180)
          vecAngles->x -= 360 * ((int) (vecAngles->x / 360) + 1); // and not 0.5
  if (vecAngles->x < -180)
          vecAngles->x += 360 * ((int) (-vecAngles->x / 360) + 1); // and not 0.5
  if (vecAngles->y >= 180)
          vecAngles->y -= 360 * ((int) (vecAngles->y / 360) + 1); // and not 0.5
  if (vecAngles->y < -180)
          vecAngles->y += 360 * ((int) (-vecAngles->y / 360) + 1); // and not 0.5
  vecAngles->z = 0.0;
  if (vecAngles->x > 89)
          vecAngles->x = 89;
  else if (vecAngles->x < -89)
          vecAngles->x = -89;
  if ((vecAngles->x >= 180) || (vecAngles->x < -180))
          vecAngles->x = 0; // heck, if we're still above the limit then something's REALLY fuckedup!
  if ((vecAngles->y >= 180) || (vecAngles->y < -180))
          vecAngles->y = 0; // heck, if we're still above the limit then something's REALLY fuckedup!
}

I'm compiling a nunux library and then I'll wrap all this up together in a .zip file.

sPlOrYgOn 01-04-2004 08:14

Re: POD-bot back into shape.
 
You're quick finding this stuff :D
[edit]
you're right i changed it and it worked :D
[/edit]

Pierre-Marie Baty 01-04-2004 08:38

Re: POD-bot back into shape.
 
lol, 4 years experience always make a difference :D

the bot is uploaded
http://racc.bots-united.com/releases/podbot.zip
this one should work as expected...

sPlOrYgOn 01-04-2004 08:54

Re: POD-bot back into shape.
 
good job :D
they work!

Austin 01-04-2004 11:05

Re: POD-bot back into shape.
 
Pm, does this email no longer work for you?
pm@racc-ai.com
I put in a menu SF wanted and tried to send you the modifield files but the email bounced. Send me your latest email please.

I added a new menu for SF to set the autopathMaxDistance.
I add two commands.
wpmenu autopathmaxdistance
wpmenu apmd
They both will bring up the same menu that lets you set the auto path max distance.

You can get the source code changes here:
http://austinbots.com/misc/pod2.6Changes.zip

To make it easy for you to put these changes into your code I commented the changes with:
// ??? ABS
Here are the places that were changed:
----------------------------------------
C:\CS\DEV\BOTS\PM POD2.6\PODBOT\SRC\bot.h(280): // ??? ABS menu to ----------------------------------------
C:\CS\DEV\BOTS\PM POD2.6\PODBOT\SRC\bot_globals.cpp(629): // ??? ABS ----------------------------------------
C:\CS\DEV\BOTS\PM POD2.6\PODBOT\SRC\bot_globals.h(209): // ??? ABS
----------------------------------------
Find '// ??' in 'C:\CS\DEV\BOTS\PM POD2.6\PODBOT\SRC\dll.cpp' :
C:\CS\DEV\BOTS\PM POD2.6\PODBOT\SRC\dll.cpp(994): // ??? ABS
C:\CS\DEV\BOTS\PM POD2.6\PODBOT\SRC\dll.cpp(1066): // ??? ABS comamnd C:\CS\DEV\BOTS\PM POD2.6\PODBOT\SRC\dll.cpp(1898): // ??? ABS

Please put these changes in and remove the // ??? ABS comments, thanks!
Also:

Can you include your custom "makeres" build command?
=> 'makeres' is not recognized as an internal or external command,

Another weirdness is I get these message at LINK time.
I have an include path pointing to these and other mm utils I build don't have this problem.
Linking...
Creating library .\Release/podbot_mm.lib and object .\Release/podbot_mm.exp
C:\CS\Dev\SDK\MM\metamod\metamod\osdep.h(103): Could not find the file dlfcn.h.
C:\CS\Dev\SDK\MM\metamod\metamod\osdep.h(172): Could not find the file unistd.h.
C:\CS\Dev\SDK\MM\metamod\metamod\osdep.h(182): Could not find the file unistd.h.
C:\CS\Dev\SDK\MM\metamod\metamod\osdep.h(226): Could not find the file pthread.h.
C:\CS\Dev\SDK\MM\metamod\metamod\osdep.h(103): Could not find the file dlfcn.h.
...
Got any idea why I should get this building pod2.6?
(the path IS fine and works with other mm builds.)
It is WEIRD that it builds fine but gives me these header errors at L-I-N-K time! WEIRD?

Finally.
Please give me a link to the HL SDK you are using, and the metamod SDK you are using, or that I should be using now.

Thanks a lot!

SoUlFaThEr 01-04-2004 14:13

Re: POD-bot back into shape.
 
1 Attachment(s)
the crouch waypoint navigation is still...somehow not right yet.

they only crouch-bounce when approaching a crouch waypoint.

here a very quick demo...seeing the waypoints hopefully....

Pierre-Marie Baty 01-04-2004 19:46

Re: POD-bot back into shape.
 
1 Attachment(s)
hmmm yes... this issue is typical of a flat ground where waypoints have the same height. I've added an offset to handle the case. Tell me if it works better. Thanks for the demo

http://racc.bots-united.com/releases/podbot.zip

@Austin: the email bounced because I simply forgot that my domain expired one week ago! I've just bought a one year extension but it'll take some days before the DNS update. In the meantime my preferred email address is pm@bots-united.com
You should check the thread "CZ released" in the Offtopic forum, memed provides a link to an updated SDK that we use on the Bots United server. Also I didn't get your changes at all !?? Your archive only contains bot.cpp, util.cpp and waypoint.cpp, I see no bot_globals.cpp, bot.h or dll.cpp... ???:(
Also I get the same warnings too at link time, but it doesn't prevent the DLL to be built. I believe it's a problem in the metamod source code. dlfcn.h, unistd.h and pthread.h are UNIX headers that have no equivalents in Windows. Will Day cares very little about native Windows compilers.

Oh BTW here's my makeres utility (it updates the version info of the DLL automatically and does a lot of other stuff at compile time with the .res files) :

MusicMan 01-04-2004 19:58

Re: POD-bot back into shape.
 
the archive is corrupt

SoUlFaThEr 01-04-2004 20:11

Re: POD-bot back into shape.
 
You rule 8)

download it again MusicMan.....its just fine

MusicMan 01-04-2004 21:27

Re: POD-bot back into shape.
 
ok thanks

SoUlFaThEr 01-04-2004 21:32

Re: POD-bot back into shape.
 
PMB the crouch waypioint navigation is perfect......

can i ask that you put my waypoints into the wptdefault folder for any next updates? i just overwrote my waypoints...others may be doing the same...hehe thought you put em in there !!! up to you dude :)

they are running superbly right now the way it is!!!

i did notice still tossing nades 180° in the opposite direction still tho

Austin 01-04-2004 23:57

Re: POD-bot back into shape.
 
Quote:

Originally Posted by Pierre-Marie Baty
didn't get your changes at all !?? Your archive only contains bot.cpp, util.cpp and waypoint.cpp, I see no bot_globals.cpp, bot.h or dll.cpp... ???:(

Oh BTW here's my makeres utility (it updates the version info of the DLL automatically and does a lot of other stuff at compile time with the .res files) :

Hey makeres is cool! I posted a new zip that has all the source files. You can dl it again to get the changes and I emailed it to you. Tx for all the rest..

SoUlFaThEr 02-04-2004 02:12

Re: POD-bot back into shape.
 
2 imoportant things about this update :

they ignore no_hostage flags again.......i just made a really nice cs_1337_assault waypoint for Austins server and they walk right through no-hostage flagged waypoints. they go through the small opening out on the catwalk.....and i have 3 of those waypoints right there no-hossie flagged.

also i have made camp waypoints........the camp start on ALL of the camp spots point into the SAME direction and not in the direction you point at........the camp end does what it should......

sPlOrYgOn 02-04-2004 03:03

Re: POD-bot back into shape.
 
i think you have to redo the waypoints to get the camp waypoint to work correctly because i think he said he fixed podbot from saving a vector instead of angle that the bot supposed to be facing.. (could be wrong)

SoUlFaThEr 02-04-2004 03:28

Re: POD-bot back into shape.
 
i just made the waypoints.......after his update.....its not working correct.....it has always been angle.....not vector.......

sPlOrYgOn 02-04-2004 03:33

Re: POD-bot back into shape.
 
"+ Fixed incorrect recording of "campstart" and "campangle" angles when adding
a waypoint. These values are meant to be ANGLES, NOT vector locations."
on page 30 the last + on his list of changes for the release with them looking up..
[edit]
but i don't know what it could be since you just made the waypoints and they don't work..
[/edit]

Pierre-Marie Baty 02-04-2004 04:51

Re: POD-bot back into shape.
 
I might have fixed the campend part but left the campstart bit... gotta check that, hold on guys.


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