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Stormer 31-12-2006 22:48

Waypointing
 
I have a question regarding the ET waypointtool by Hobbit. I have started waypointing for Village and when I load up the .nav file I get a error message. It says "Unable to load waypoints. System.OutOfMemoryException: Insufficient memory to continue the execution of the program. at System.Drawing.PrintingSettings.get_InstalledPrint ers() and it goes on. I have changed my memory of my system so that it should be plenty but still it doesn't work. I have Windows XP and my computer is new so it shouldn't have any problem running anything. Thanks for the help and hopefully I can in return help with the waypointing load :) ~Stormer

TomTom 31-12-2006 23:09

Re: Waypointing
 
Hobbits tool is known for some stability issues. These may be dotnet framework related since running his tool in Windows XP for me has almost no problems (ok now and again it writes an empty nav file so I revert to the backup and have to redo my changes). On the otherhand Win98 and Win2000 throw up an error when switching between tasks (especially the aiscript editor) and the tool practically freezes so I have to kill it.

I may be running an older dotnet on the earlier OSes. My XP machine runs 1.1 with hotfix KB886903. hth

Stormer 01-01-2007 00:39

Re: Waypointing
 
I have tried many things and it still doesn't work. I have updated the .net which didn't help. Any ideas would be great because I would really like to get into waypointing. It works on my brothers computer and I think we have similar computers. It had worked in the past but I had no clue back then of what it did. We have downloaded the newest version of the waypointingtool. I'm thinking since I can only find two .nav files that maybe that they are corrupt? If they are how would I find others? Like I said any ideas would be great.

TomTom 01-01-2007 01:29

Re: Waypointing
 
As long as you can use the in-game waypoint editor and a text editor you can waypoint. Some waypointers bind a key to add a node AND then autoconnect (so hobbit's autoconnect button isn't really needed). Where Hobbits tool excels is verification and reading the bsp (needed if you get into custom script files) Ent numbers can normally be figured out by /viewent or /configstrings.
I'll try downloading from his webpage again JIC he made a recent change or there is a download problem.

...
Hobbits tool only reads unpacked files so did you only unpack or create 2 navs?

...
the latest downloaded copy has a md5 of
2A6603CDDC3088ECF3B9F5E241C1D12A
on the zip file, And runs fine as far as I can tell.

CrapShoot 01-01-2007 01:48

Re: Waypointing
 
most, if not all "stability issues" would be related to the .net installation.

I'm updating the waypoint tool atm and should have it ready in about a week or so. So if your currently having problems with it, i'd suggest just using the fritz editor until then.

lordbeaver 01-01-2007 04:44

Re: Waypointing
 
are you trying to load up the nav file in the game console or in the waypoint tool?

dunno whats the prob is but good luck with watever ur doing. :)

Nova2001 01-01-2007 17:27

Re: Waypointing
 
Welcome, Stormer. I remember your WolfBot waypoints. Those were great. Good luck on Fritz!

hobbit 03-01-2007 06:41

Re: Waypointing
 
This is a bug in .NET 1.1.

On certain views, I check for installed printers before rendering print menu items.

http://www.windojitsu.com/blog/bugstory.html

Basically, if the windows "Print Spooler" service is not running, you will get this error.

Unfortunately, this isn't really fixed in .NET 2.0. You will get a different error ("RPC Server Unavailable") and the waypoints will not load.

Crapshoot will patch the 1.2 version to address this. If the Spooler Service isn't running, the print menu items will not appear.

CrapShoot 03-01-2007 07:05

Re: Waypointing
 
Done.

http://forums.bots-united.com/showthread.php?t=5073

Stormer 04-01-2007 07:46

Re: Waypointing
 
Wow thanks guys works great now :D. Hopefully when I get time I can figure out your new waypointing system more and start cranking out maps :thumbup:.

Stormer 05-01-2007 05:04

Re: Waypointing
 
Ok.... I'm going to be asking a lot of questions in this thread :). The big problem that I have run into is how I get around barriers. There is a action 15 but it says its not implemented so I'm wondering how to get around this? I might be just waypointing it wrong (highly likely). Also is there a faster way to connect nodes that are not nodes that you just placed like 185 and 24 other then going through the command /node_connect 185 24 then /node_connect 24 185.

TomTom 05-01-2007 05:21

Re: Waypointing
 
reply In reverse
- no only successive nodes can be connected by hobbits autoconnect button or by /node_autoconnect (last 2 nodes placed only).
- Bots will shoot through easy barriers (shootable doors, windows etc). For other barriers if there is a useful entnum you can place a satchel action or script it out of the map with a custom script (see the wiki topic).

BTW Why not start a new thread in the waypointing sub-forum for all your questions.

CrapShoot 05-01-2007 06:14

Re: Waypointing
 
I moved it.

For the Barbed wire barriers, use the func_explosive entity. For et_village, those are 232, 235 and 238

so at the top of the map script (not aiscript) just below the game_manager and spawn keywords, you would put:

Code:


game_manager
{
    spawn
    {
          //stormer: remove some barriers the bots can't get through
          barrierRemove
          {
              232 //barbed wire on the side
          }
          barrierRemove
          {
              235 //barbed wire near crypt
          }
          barrierRemove
          {
              238 //barbed wire near bridge
          }
          //end stormer


Stormer 05-01-2007 20:15

Re: Waypointing
 
I'm new to all of this so bare with me. I went into the fritz folder and unzipped the et_village package (or just that script in it) changed it so it reads.
game_manager
{
spawn
{

//stormer: remove some barriers the bots can't get through
barrierRemove
{
232 //barbed wire on the side
}
barrierRemove
{
235 //barbed wire near crypt
}
barrierRemove
{
238 //barbed wire near bridge
}
//end stormer
// Game rules
Then I added that script back into the pk3 package and when I look into the pk3 file it shows the change so it worked there. It doesn't seem to work in the game though. I did the same to the the pk3 file in the etmain... and that didn't work. What am I doing wrong?

CrapShoot 05-01-2007 20:57

Re: Waypointing
 
The first thing to do is go take that stuff out of the etmain version. barrierRemove isn't a recognized script keyword in any mod but fritzbot.

You only need to have the et_village.pk3 in the etmain folder as well.

in the fritzbot folder, create a folder called maps and put the modified map script in there:

\fritzbot\maps\et_village.script

as long as you start fritzbot with sv_pure 0, it will load the modified map script.

Stormer 07-01-2007 02:13

Re: Waypointing
 
I'm in the early process of the map and testing out basic things. I now have it so the allies win :D but the axis when they run to the spawn point to defend it do not fire. They don't fire when they are running there either. Wondering if that is normal and if routes will help with that.

TomTom 07-01-2007 02:19

Re: Waypointing
 
Are the axis bots complaining in the cosole (e.g. no goals) or are they spamming messages like thank you etc a lot?

CrapShoot 07-01-2007 04:05

Re: Waypointing
 
doesn't sound like a no goals issue if they are running to the deliver area. if you have regular camp or roam actions set up for them around the deliver spot, the only reason I can think of that they wouldn't shoot is having bot_SightDist to 0.

I'd just verify you have some camp actions back there and don't have any incorrect actions like an axis a deliver action or something

Stormer 15-01-2007 01:21

Re: Waypointing
 
Oops, well I think I figured out a big problem. I reread the fritz guide about goals and figured out that I was setting all the actions with goals and not IDs. I have a question about IDs. If I want to use camps in the same spot that they are, can I set them to multiple IDs? Allies blow up crypt and I want the camps around the crypt to stay and not disappear. They go away because goal tracker goes to 0 to 1 and all the ID zeros shut down. Also, when do I use the action_goal command? Do I put it on the action that is for the wall to blow up and the action for steal objectives or do I put IDs on them? Also, I'm having a hard time finding the ent number for the door of the crypt. I found the ent number for the wall (191) but it's not the same as the door. Is there someplace I can go to find this number? Somewhere in some et_village text file?

CrapShoot 15-01-2007 01:43

Re: Waypointing
 
Group ID's are different in ET than they were in RTCW. I guess it gets kind of confusing reading the rtcw tutorial and trying to apply it to ET. I wrote a new goal tracker page more geared for ET here:

http://wiki.bots-united.com/index.ph...t_Goal_Tracker

Groups in ET are a set of actions that can be turned on or off in the aiscript. Rather than having to set their status individually.

Action_Goal is used in ET as Action_Group was used in RTCW.

So to reuse those crypt actions, you would put them into a group and toggle them on and off based on the status of the Gold:

Code:

action 0 // the gold action test
{
  //gold has been stolen..shift the action to the truck
    if_obj_home_false 0
        deactivateAction_Group 1 //actions by crypt
    if_obj_home_false 0
        activateAction_Group 2 //actions back by the truck

    //gold has been returned...shift action back to crypt
    if_obj_home_true 0
        activateAction_Group 1 //actions by crypt
    if_obj_home_true 0
        deactivateAction_Group 2 //actions back by the truck
}

For the entity numbers, if you can't find them with viewent, The waypoint tool has a bsp reader that you can look through.

I'll see if I can find it a bit later.

lordbeaver 15-01-2007 06:07

Re: Waypointing
 
I was just playing around with waypoiting tonite and also came aross this prob- bots do not fire at each other. this is what happened, I was trying to waypoint a map and only mapped out a small section of the map (with allies/axis dynamite plant/defuse goal set up plus bunch other camp actions). I saved the waypoint file and load up the map. add about 6 bots to each team. they go to perform actions and goals fine (allies can plant, axis defuse) but when they meet each other, they dont shoot even if in a close range except a couple bots are shooting. dont know why..?

lordbeaver 15-01-2007 06:11

Re: Waypointing
 
btw, I had only a nav file...nothing else done yet like map aiscript etc..just want to do a quick nav file test.

CrapShoot 15-01-2007 08:26

Re: Waypointing
 
try adding an aiscript with just the headers:

Code:

bot_SightDist <dist>            // How far the highest skill bot can see on this map (2000 - 3000 normally)
spawnflag_is_priority <num>        // Should bots focus on spawnflags? (0 = No, 1 = Yes)
cmdpost_is_priority <num>        // Are cmdposts critical on this map? (0 = No, 1 = Yes)
construct_is_priority <num>        // Should engs focus more on constructibles (0 = No, 1 = Yes)
map_has_vehicle <num>            // 0 = No, 1 = Tank/Truck, 2 = Train
 vehicle_entity_number <ent>        // Vehicle "script_mover" entity num
 vehicle_team_owner <num>        // 1 = Axis, 2 = Allies

It sounds like the bot_SightDist may default to 0 if you don't have it. I never tried it, so I'm not 100% sure

TomTom 15-01-2007 11:25

Re: Waypointing
 
lordbeaver: I think Crapshoot has it, but you should also be aware that engineer behavior sometimes focuses them on building and dynamiting to the point that they avoid a fight.
- - -
FINDING ENT NUMS
stormer: if you can't find the entitiy numbers, first (after binding /viewent to a key) try moving back and forth, hitting viewent, and looking at the results in the console. Also try flying (spectating or /noclip) up, down and inside a bit.

Now If you are looking for the entity number for the trigger_objective_info you can also use /configstrings. Now configstring's console output has a lot of text, but near the end of the output are lines that begin \e\ and have the name of the objects near the end of the line, say like this from et_village;
Code:

...
787: \e\73\o\0\cix\1\cia\1\s\17\n\crypt wall\x\-448\y\4544\z\48
...

Note that the entity number follows \e\ i.e. 73
and compare that to /viewent;

Code:

Begin scan 1 for entities............
Classname: func_explosive EntNum: 191  Dist: 4418
Found a trigger_obj_info with entity #: 73
Begin scan 2 for entities............
Classname: (null) EntNum: 1023  Dist: 4418
Found a Func_explosive with entity #: 191
Completed entity scan!

And in this case hobbits tool's bsp reader for et_village matches #73 with shortname crypt wall.
http://www.geocities.com/cameronbr/U...lage_tois6.png
(But be warned that in special cases with extra entities in custom script files Hobbits tool may be wrong, so always verify the bsp reader's output in the map with /viewent etc.)

lordbeaver 19-01-2007 07:24

Re: Waypointing
 
thanks guys. it works great after setting the bot sightdist. :clap:

one more question, how do prevent the bots from jumping around too much while shooting? because I had a few camp actions set on the edge of say cliff. when the bots start to shoot, they jumped and chased off the edge and thus all fell to death. it was fun to watch for a while but got ridiculous as they repeat the same thing. I tried to change the node flags to 9 (walk) and it was better but when they jump shoot they again fell off to death. is there a command for bots to detect the potential falling trap ahead? thanx.

TomTom 19-01-2007 08:32

Re: Waypointing
 
Wish there was, but when they fight they go off the waypoints. The way i handled it in the rafters of MML_Church was to limit the actions in the rafters to just snipers and panzers
, that way other classes would not be drawn to the risky area. Still the other classes did go to the third floor walkways sometimes and jump from there! But by the nature of that map and the waypointing less than 1 bot suicides per minute.

If you can't keep the bots to a different location you could set up a brush to block the way down but that would not be very realistic. But if you are willing to get into it further, Crapshoot has worked on a new wiki topic on how to add an (invisible) brush to block things like exploits. Check it out.

Stormer 19-02-2007 00:28

Re: Waypointing
 
Hey guys, I had a long break but now I'm back and I have more questions. First: I'm having trouble with bots shooting still. They camp and look at the aim (I made sure that the aim is on the same goal tracker so it's activated) but they don't shoot. This is only for a couple camp areas. Also, sometimes they just don't shoot at all. I know that engineers will not shoot sometimes if they are close to an objective but thats not even the case. Second: I understood the goal tracker and that actions have to be set to that goal tracker to be activated but what about action_groups. If I understand correctly if you set a action to a group lets say 1 and the goal is set on 0 then it will be activated when the goal tracker is on 0 and when it flips to 1 then it will still be activated. Thats what I got out of it and was wondering if this was correct. Third: If that is correct then same senario but it has a group number of 2 and goal 0. Will it activate on when the goal tracker is 0 and not when on 1 and then will be activated on when 2? Thanks guys

the bindlestiff 19-02-2007 16:56

Re: Waypointing
 
Do you have bot_SightDistance set to a number like 2000 or so in your aiscript?

Have you studied the Wiki Goal Tracker article here?

Action groups are used in the aiscript to manage a bunch of actions simultaneously. Groups have nothing to do with the goal tracker.

TomTom 19-02-2007 22:19

Re: Waypointing
 
I think I know where Stormer is getting confused. In Fritzbot ET the group ID is strictly a way to control action from the aiscript. This is because it is best to use the goal tracker as little as possible in most ET maps. (It can really confuse you in the testing stage when the goal tracker fights with the aiscript.) However in Fritzbot (RTCW) the action_group is tied to the goal tracker since the aiscript is more a backup to the goal tracker. The ET Wiki isn't quite at the point that we cover everything that is common between the 2 versions so we still recommend ET waypointers read the RTCW waypointing tutorial and then "unlearn" about a half dozen things that do not apply to Fritzbot ET. I have started a wiki topic comparing the different versions but it still isn't vetted yet by Mal or Crapshoot.

Definitely read the link Bindlestiff mentions. Crapshoot wrote it to help me when I confused something in one of my maps. Since then I have abandonned the goal tracker after goal 0 for ET maps.

---
Most likely the bots sight is too low, but also make certain that the bots are not simply at the camp because of a roam or altroam that over laps. A bot at a roam that does not fight may be zombied. That happens because they have chosen an active action that they can not get to because of an obstruction (wall, team door etc.) or because they are badly wounded and the path to the action involves a leap node. (they can also zombie at other places in the map because an event happens in the game causing their chosen active action to become unpathable at that point).

Nova2001 30-04-2007 19:59

Re: Waypointing
 
How's Village coming along?

=AIM= 16-08-2007 14:27

Re: Waypointing
 
I would love to add this map, to my campaign...
To help is their a test version, we could try and give feedback to help it along?:thumbup:

dabs92 28-09-2007 13:48

Re: Waypointing
 
can anyone help with PODbot awp and fy waypointing?

i can waypoint cs & de maps, but i don't know how to waypoint fy and awp maps

PLZ HELP!!


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