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-   -   Adlernest (http://forums.bots-united.com/showthread.php?t=6046)

CrapShoot 09-01-2007 04:29

Adlernest
 
Adlernest is ready for your testing.

Waypoints are here
Map is here

Let me know about any bugs, game balance issues, or any different ideas you may have for the setup.

nedd3h 09-01-2007 07:56

Re: Adlernest
 
great! will get you some feedback asap!

:)

lordbeaver 10-01-2007 06:49

Re: Adlernest
 
great job! :clap::clap:

Maleficus 10-01-2007 19:05

Re: Adlernest
 
Played it for a couple rounds - looks good.

CrapShoot 11-01-2007 04:03

Re: Adlernest
 
minor updates:

added playerclips for the suicidal bots
tweaked balance a bit

i edited the link to the waypoints in the original post.

nedd3h 16-01-2007 09:29

Re: Adlernest
 
v1.01

• i haven't seen any allied bots go over the wall to get to controller, this is a common route in most non-bot games
• an allied covert bot got stuck trying to jump onto table to get docs (i didn't see it myself so have no bot name)

• levers are working well :)



more feedback soon!

CrapShoot 17-01-2007 17:21

Re: Adlernest
 
thanks nedd3h.

The bots should use the route over the wall in the version you have. It's pathed and routed for the engineers. In version 1.02, I've set the routing so the engineers will only use that path now as it's probably the safest / quickest way to get there.

I've also tweaked the nodes back at the documents so they jump up on the table a bit better.

v1.02 is here

nedd3h 18-01-2007 10:14

Re: Adlernest
 
Quote:

Originally Posted by CrapShoot (Post 53833)
I've set the routing so the engineers will only use that path now as it's probably the safest / quickest way to get there.

maybe change only to mostly ?

CrapShoot 20-01-2007 08:54

Re: Adlernest
 
you're right of course. I'll probably make it so after the initial rush, they will use the other route occasionally as well. It should be ok on the first rush as the defense doesn't really have time to set up.

Before I post that update, I'm curious to see what you think of the balance..and to know if you think I should send some of the offense through the Axis spawn...

nedd3h 20-01-2007 16:26

Re: Adlernest
 
Quote:

Originally Posted by CrapShoot (Post 53878)
I'm curious to see what you think of the balance..and to know if you think I should send some of the offense through the Axis spawn...

i (and others) say yes... i was going to suggest that but wanted to have more games before i said anything

CrapShoot 20-01-2007 21:27

Re: Adlernest
 
version 1.03 is here

added route for allies to go through axis spawn sometimes
modified door controls route for allied engineers
added route for axis covert going to satchel cp
fixed allied bots focus issue that was causing them to ignore axis in some cases

nedd3h 11-02-2007 08:18

Re: Adlernest
 
Dersaidin (creator of Adlernest) has released a mapscript that fixes an engame win/lose bug and server crash bug.

Quote:

This mapscript fixes a bug where the wall can be shot (and destroyed) by players before the tank fires at it. This will cause an error when the tank tries to shoot it.

Thanks to fnTc^h3ll for finding the bug and [NW]ReyalP for help with mapscript.
Change log (also found in the .script file):
//dersaidin 24/1/07 removed short wait before wm_endround
//dersaidin 11/2/07 sidewall: set "health 10000" so it cannot be shot resulting in crash bug - thanks fnTc^h3ll


I tested this bug and it crashed my server... it won't be long before this becomes common knowledge and noobs do this deliberately.

script:
http://www.dersaidin.ath.cx/maps/adlernest.script

CrapShoot 04-03-2007 19:19

Re: Adlernest
 
1 Attachment(s)
thanks nedd3h.

Version 1.04 attached:

1) Added Dersaiden's script fixes
2) Fixed Axis soldier recharge time bug (weird)

BindleStiff noticed this morning that Axis Panzers had 0 recharge time. I still dunno why or how it happened, but I fixed it by setting the recharge factor to default on the map load....

nedd3h 07-03-2007 09:20

Re: Adlernest
 
thanks :)

server updated!

CrapShoot 12-04-2007 06:52

Re: Adlernest
 
1 Attachment(s)
Attached a fix for a broken global accum. There's some mixed definitions in the SDK for the max number of them that can be used..0-7 is the range and I had one of the switches set up to use global accum 8..oops

nedd3h 12-04-2007 10:11

Re: Adlernest
 
thank you, will update my server this weekend :)


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