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Hello,everyone here !!
Hello,everyone!!!I'm a newbie in here,a rtcw&et fan as well!:donatello: After fighting with different bots in ET for months,(bobot,aimod,omni-bot,Fritzbot early or late) Fritzbot got highest point!!Cheers!:clap:
anywayI noted something strange during on battrey,at begin,allies had not taken advantage of the backdoor fully until the dynamite first planted by allies engnieer from forwardbunker.this delay allies's time for win this map even lead allies lose !!! during on goldrush,i played axis engnieer,to my suprised that if axis denfend so hard that the dynamite defused on the second tank barries about six times later,allies engnieer fighting too busy to think of dynamite the barries or repair tank!?? on fuel dump,i wonder why allies engineer could construct commandpost until tank coming near the garage?i mean if allies engnieer could consruct commandpost once tunnel grate blowed,that will be more interesting !! i still think if allies cvops knows how to cooperate with allies engnieer,i mean if cvops stolen enemy uniform and hidden in axis base waiting open axis door for allies engnieer ,that will be cooler! i hope someone could improve the gameplay not only for axis but also allies bots!!!:P Also I had no idea how to make three campaign cycle in fritzbot for example, A campaign including5 maps:oasis, battery,goldrush,rommel_final,sw_ekf B campaign including 5maps:et_beach,dubrovnik_final,townsquare_fianl,ca en2,nachteinbruch C campaign including:Transmitter,Stalingrad,bulge_beta1,V1_ro cket_b2,Stalingrad,fueldump I just hope after C campaign ended,then come back A campaign,anybody can help me !! Keep up the work for fritzbot!!!!!!! |
Re: Hello,everyone here !!
The short and quick answer to the your fuel dump suggestion.
Maleficus didn't code in holding doors before he left the kernel in its current state to go work for ID Software. Consequently IMO while having allies spawn at the CP before the tank blows the tunnel doors would be an interesting variation, it would likely prevent the allies from getting the tank to the depot and blowing open the gate and side wall. Sometimes things are the way they are because thats they way they need to be. For instance I tried out not switching the spawn to the CP. My thought was to see if the allies would make more use of the path around the back side of the hill and garage (the path marked by the boards that form an arrow). Instead it prevented the bots from even trying to get the tank to the side wall. The moral? Bots like water will just sit around unless they can go down hill. Whereas I remember my mistakes and repeat them when I am a few lines short of a function (or just took a memory leak).lol:clown: |
Re: Hello,everyone here !!
irt frank: look in campaigncycle.cfg in etmain for setting multiple campaigns to run.
irt: TomTom The bots will still go back and escort the tank even if they spawn at the cp early. They should also escort it to the side wall even if they don't spawn at the cp. Actions only become available as the map progresses. i.e. if the cave door isn't destroyed, the only actions the bots have available are the ones before the cave door. So allied bots spawning at the cp before that will be backtracking to help get the tank through it. If you want the allied bots to use that path behind the garage more from the allied spawn after the cave door is destroyed, you can edit route nodes #11 and #12: /route_pathactions 11 158 158 158 159 160 /route_pathactions 12 158 158 158 159 160 This would make it so they would go that way 60 percent of the time if they choose actions defined in the route. Right now it's set so they should go that way 33 percent of the time. But, because some of them randomly choose the tank as a goal from spawn, the actual percent of bots that will use those route nodes is a bit lower. |
Re: Hello,everyone here !!
substantially lower if observation is any guide. I never met or saw an allied bot on that path only an axis bot. Once out of the cave they headed for the front never the side via the back IMO. I guess I ll have to start paying attention to routes in my evaluations since I haven't started using them in waypointing yet.
P.S. IMHO backtracking through the axis spawn or the frozen sewers would still disadvantage the allies and I doubt they would ever win. |
Re: Hello,everyone here !!
I had thought of modifying the map script to make that spawn point only available if the cave door was destroyed and cp was built, but it will only happen if a human player builds it beforehand (as the bots don't see it until after that). So if it's something that the player wants to do, they can. But I agree, it's a bad idea.
routes are really important in the waypoints, without them the bots will be taking the shortest path to all the goals. |
Re: Hello,everyone here !!
Hello,Crapshoot,i have followed your advice to check the campaigncycle.cfg file,and i now can set multiple campaigns to run,thanks a lot!!!!(i found "exec campaigncycle" command is the key!!!:) )
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Re: Hello,everyone here !!
Well if that wasn't egg salad on my face. and kudos to CrapShoot. Your Fueldump allied bots played admirably well when I tried Franks suggestion of forcing an early switch to spawn from the command post (i.e. before the tank got over the bridge). While they didn't win , they did have 6 minutes to try to blow the depot from the side (blowing the defenses 3 times!).
Their relative success I would attribute to (1) the allied bots almost always chose to pass back through the axis spawn (you can almost hear the axis bots claiming foul to the ref), and (2) When the axis cleared out the allies and damaged the tank (now over the bridge) they then passed over the bridge such that they were on the wrong side to do enough damage to the returning allies (coming from behind as it were). Hmm interesting... --- CrapShoot FYI in other testing in fueldump, I monitored the flow from routes 11 and 12 to node 158 (the back exit from the tunnel)) both in games with spawning at the CP enabled and in games where I disabled it in the script file. I would estimate the stats like this; A single bot engr used the back exit on 6 ocassions when the CP was blown and then took the path in front of the hill to get to the CP. At the same time an average of 6 other bots exited the main outlet from the tunnel to support the tank. On a singkle occasion 2 bots used the back exit but then when to join the other bots at the main exit. No bot ever travelled behind the hill and half the time all the bots took the main exit. Looking at the actions tied to the routes (11 to 15) I noticed that the first 4 are for axis camps(112-116) and the last 2 are for allied camps(145, 147). Now you would know better than me how well bots will follow a route to a camp, but I suspect the bots are not giving them much importance. Also noticed some problem bot behaviour for 4 spawn cycles outside the main tunnel exit. 2 and 3 bots running a tight circle (nodes 415 to 416 jump to 392 then repeat). This was doublely strange since the tank was very close (at say node 479), damaged and the engrs remained running the circle. Eventually on the 4th spawn another engr fixed the tank and the game played normally. BTW the CP had not been built at that point. Can't say how likely this is to happen but i hope it helps. |
Re: Hello,everyone here !!
Quote:
EDIT: Fix is now included in the pak that can be found here I tweaked some of the navs around 415 and 416 as well, so I'm hoping you wont see the strange behavior there anymore. I expect that there should be a big improvement in their use of the path behind the garage with this update. |
Re: Hello,everyone here !!
Thanks for the update. it'll be on my server in about 5 minutes.
Crapshoot, would it be possible to link the fritzPak.pk3 on the main Fritz ET download page? That way it's easy to find and as it lists the post date we can tell if we have the most recent version. Just a suggestion if it's something simple and easy to do. |
Re: Hello,everyone here !!
Oops, double post sorry
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Re: Hello,everyone here !!
Good Game! Latest Plays great, bots use all tunnel exits well, with spawning at cp (limited to 5 or 6 I guess) the allies attack both sides at almost the same time ( 1-3 bots coming from tunnel spawn). The game is now playable without the spawn at CP as an option (with my help 50% win/loss). Passage behind the rear exit hill is still not used by allies (bots go in front of it then go behind the garage on their way to the side wall breach, must be path length i guess).
I may try a tweak to move the dynamite position on far side so that the allied engr is not so exposed to the axis fire through the depot. I did see some repeated messages of engrs simply killing themselves a couple of times in the no CP spawn version. I have also noted that behaviour in my own WIP waypoint testing. Are the bot engineers really that depressed?0_o |
Re: Hello,everyone here !!
Great, yeah the route bug you found was a bad one. I'll tweak the dynamite action, it's something I have been meaning to do.
I believe I can also encourage them to go behind that hill as well. Are they Axis bots that /kill or Allied bots? Could be a couple things. One is that if they get stuck in a place where they can't find a path they will /kill. And I believe if the engineers are far away from dynamite they need to defuse, they will /kill so they spawn closer. In any case, I'll check it out. Thanks for the feedback. |
Re: Hello,everyone here !!
Hello:
I got the updated waypoint file for Fuel Dump and playtested it.i feel allies bots do it better than before.well done,Crapshoot!!:clap: but when i played axis fieldops standing on roof of the watchtower,facing on the allies first spawn or bridge,Calling airstrike frequently,i noticed allies always very difficult to passe over the bridge with tank or repair it, even if axis engineer didn't dynamite the bridge at all.and at last,when allies had hard time passing through the tunnel,the match ended.Tunnel grate had been destroyed but all of allies seemed to ingore it. so i hope tunnel grate could put to use for launching surprise attack to axis by allies bots in next updated waypoint if you can!!!:P In fact,axis could too easily won,you couldn't imagined if a axis human engineer planted dynamite on bridge or footbridge even if tank had been passed through the tunnel,then allies engineer bots,instead of escorting tank or constructing CP,all of them came back to the bridge for defusing the dynamite or rebuild the bridge?!0_o (i think this could be a bug,hope it can be fixed) |
Re: Hello,everyone here !!
irt Frank
Tried your axis human field ops in the tower on the latest from 0 xp, 17 bots 1 human. Game progressed well and the allies had more than half the time with the tank out of the tunnel, they blew the side wall but didn't blow the defenses. And this with 2 disadvantages (I changed an allied engr for a allied panzar, and I denied them spawning from the CP.) The one thing I would mention is that the allied panzar never attacked me when I was manning an mg nest (which is why I felt they needed a panzar). On your second point about blowing the bridge behind the allies I'm not certain from your post, did you observe this by blowing the bridges your self? If so I'll give it a test myself. Thx. |
Re: Hello,everyone here !!
They shouldn't worry about the footbridge or the main bridge after the cave door is destroyed. Just check the aiscript and you can see that I turn off all those actions:
action 39 // tunnel door explode action { // connect the nodes node_connect 176 367 true node_connect 195 368 true // make sure everything is turned off deactivateAction_Group 1 deactivateAction_Group 2 deactivateAction_Group 3 deactivateAction_Group 4 deactivateAction_Group 5 deactivateAction_Group 6 deactivateAction_Group 7 deactivateAction 0 // main bridge construct deactivateAction 1 // axis cp deactivateAction 2 // tower construct deactivateAction 3 // footbridge construct kill_action 14 // tower mg42 kill_action 37 // footbridge satchel action // move to the next phase activateAction_Group 8 // axis aggressive activateAction_Group 9 // axis conservative activateAction_Group 10 // allies actions // activate the allied cp activateAction 79 } As for the grating, the allies do use it sometimes. The focus is getting the tank to destroy the cave door though. If you are finding it too easy to win as Axis, turn up the bot skill and aim skill. Sometimes even when played by all humans, the allies never make it past the tunnel. So unless it's happening 100% of the time, I think it's ok. EDIT: Updates have been made. Check this thread |
Re: Hello,everyone here !!
JUST confirmed Frank's bug re: blowing up bridges behind the allies does tie up the engineers (the other bots are unaffected). Not an important bug since the axis bots make no such attempt and only a xp-hog noob would play a whole game diverting the engrs so as to pick them off with mines and grenades.
No event in the normal play (tested all the way to side wall) seemed to disable the actions 0 and 3 for the allies. I suspect the active flag (set to 1) must be interfereing. Can the ascript reset such action flags? The rtwc waypoint tutorial seems to imply using groupIDs will override the active flag. |
Re: Hello,everyone here !!
To check if an action is disabled, type g_action_info <action number> in console. It displays in console the actions current goal number and the the actions original goal number.
So, you will see that action 0's goal number will be -1 after the cave door is destroyed. EDIT: Just updated the script to use kill_action on the bridge constructs instead of deactivateAction. Now it will be turned on in the case of a human player dynamiting it after the tunnel door, but because kill_action sets the action type as -1, it will be ignored. |
Re: Hello,everyone here !!
Hello all:
Thanks to CrapShoot's latest updated,the allies bots no longer build bridge after cave door breached. As for grating,i still have to say the tunnel grate almost useless for allies.i just found alliesbots got into the grate one time only when the tunnel door destroyed.:no: So i tried to disconnect some paths between nodes around the frozen river to force allies go into the tunnel grate often with node editor,but failed.(just because of using node editor for ET first time???):crying: i knew it could be dangerous that force allies respawn near CP before tank got over bridge like TomTom had been mentioned that.But i really don't want to see allies bots always facing aggressive Axis defensive on the front,so i wonder if there is a useful way(or just a script) for allies using tunnel often to attack axis before tank blow tunnel door?? |
Re: Hello,everyone here !!
The pathing in the map shouldn't (and in most cases can't) be used to force bots to go a particular way. They will not use a path unless they have actions to get to using that path.
There are two actions I have for allies to use the tunnel grate route. I limited them to specific classes because they seemed ineffective to me, but you can edit those if you want more to use that route. You will just need to set the action class on them: /action_class 52 0 /action_class 54 0 This section of the wiki explains what action_class does. |
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