.:: Bots United ::.

.:: Bots United ::. (http://forums.bots-united.com/index.php)
-   Waypoint Forum (http://forums.bots-united.com/forumdisplay.php?f=79)
-   -   Saberpeak_final Waypoints (http://forums.bots-united.com/showthread.php?t=6294)

TomTom 12-05-2007 11:09

Saberpeak_final Waypoints
 
I have, as promised in other threads, now posted my WIP test waypoints for saberpeak_final to prove that the map can be waypointed. However getting the allied bots to mount the boat rope is tricky ( they have to approach from behind). So the offer still stands if anybody wants to take it over. Be aware that it may need as many as 60 splines to be each tested for whether the bots can mount the boat. I know that there are problems in some corners at a minimum. Myself I will have minimal time to continue this waypoint project this summer.

TomTom 25-05-2007 07:46

Re: Saberpeak_final Waypoints
 
0.02 posted with Mortis' script "fixes" and I tweaked the one problem spline corner I know about. But still looking for volunteers to keep testing the bots moving the boats.

Nova2001 25-05-2007 08:59

Re: Saberpeak_final Waypoints
 
What, exactly, are you looking for? By testing, do you mean "watching?"

TomTom 25-05-2007 09:44

Re: Saberpeak_final Waypoints
 
Well yes playing and watching is one way but it is not very rigorous.

The one-bot testing I have been doing is a more mundane method. I join and move the boat to an area of interest. Then I spectate and add one single bot (not an engineer since they have higher priority tasks). Then I watch the bot approach the boat and climb on. As soon as the boat starts to move I hit the key with the bind to kick allbots. The bot is kicked and the boat then stops and I addbot the bot again and watch again repeating the process...

A second mundane process will be to repeat the process with an engineer bot but after kicking the bot then switch to axis, damage the boat, switch back to spectate, addbot the allied engineer bot again, watch it swim for the boat, verify that it repairs the boat so that it or another bot moves it by a minimum amount then kick allbots, damage the boat again etc etc etc.

And who said waypointing was fun?

Anyway any help will be appreciated since a failure of the bots to move or repair the boat at any particular location kills the project. You may note that the bots swim a long way round to get to the boat. This is because they don't know to approach it from behind, so the nodes and connections must induce that behavior. I think I can likely add 2 more faketois to trigger 2 shorter paths to the boat without the map crashing, and that may be the best that can be done outside of making the boat move merely when bots swim along side.

Nova2001 18-06-2007 21:22

Re: Saberpeak_final Waypoints
 
I'm back. I'll try to help with this when I get the time.

TomTom 26-07-2007 07:13

Re: Saberpeak_final Waypoints
 
0.03 posted. Added new actions for better attack defense between the two docks. A much much better play IMO.
The one problem area for the boat seems to be when leaving the first dock as the boat runs back over some of the nodes. If the boat gets disabled or stops the bots may end up in between the side of the boat and the dock. I'll try to improve this next month as time allows.

Adder 27-07-2007 17:51

Re: Saberpeak_final Waypoints
 
Can someone tell me why I get 'no file path' or something like that when I try to add bots when I play this map with the new waypoints? No bots load automatically like my other maps so I must be doing something wrong.

Map is saberpeak_final.pk3 and is in my etmain folder.
I dowloaded tom toms waypoints and put the whole .pk3 in my fritzbot folder but it still wont work.
Cheers for any help
Adder

TomTom 27-07-2007 21:03

Re: Saberpeak_final Waypoints
 
Did you remember to rename the waypoints from .zip to .pk3?
Make sure you use the 0.03 waypoints the previous versions had a shift-character typo in the bots filename

I doubled checked that my files work with sv_pure 1 and they test fine. So I suggest you use pkzip or winrar and test the integrity of both the waypoints and the map files that you have.

BTW I do find this map slows my machine so I run it with +set com_hunkmegs 128 from the command line JIC.

And if you downloaded
Fritz_ETom_WIPPak1.pk3 from filefront I would remove the old saberpeak waypoints from inside it just to be sure.

nedd3h 26-07-2009 17:03

Re: Saberpeak_final Waypoints
 
I've added this map to my testing list, will get back to you when I can.

nedd3h 27-07-2009 05:15

Re: Saberpeak_final Waypoints
 
I just had a couple of quick rounds.

After the ammo is loaded into the boat, the boat priority of both the allied and axis bots seems low. Only one allied bot tried get to the boat. It was an engie but for some reason the boat wasn't getting repaired. After I repaired it i saw an axis in the mg nest but it didn't fire at me.


cheers
nedd

TomTom 28-07-2009 01:20

Re: Saberpeak_final Waypoints
 
Yes thanks nedd3h, there are difficulties with repairing the boat when very near the old boathouse dock. The bots must approach the boat from behind to mount it for repair or mounting the gun (so the water pathing is broken up into sections that can only be entered from points well behind the boat). But the boat at that dock backs-up over top of its old path when leaving the dock, so navigation nodes are almost on top of each other. I just reworked the nodes and connection to deal with 2 problem spline points so for now it is getting repaired OK. As to priority I don't know that I can do much. I have to provide other actions for all bots in case the boat is damaged. Addings actions along the boat path would mean a lot of useless bots in the water and I like that the boat has to be mounted unlike the boat in venice. This may just be a waypoint that needs humans on each side to help.
To your second point I limited the bot sight to give the Allied bots a chance to get the boat to the boulder entrance. I think bot sight distance can stand a little increase (25%), but I don't want it impossible for the Allies to move the boat. Testing it now, you may get spattered if you fire on them first.
OK I put the last 2 days on improvements and even found a couple of wrong or missing connections. Lots more navigation nodes added, plus smoke and a few other actions and improvements on the mg nests. I'll continue testing tonight and post the WIP later.

TomTom 28-07-2009 18:19

Re: Saberpeak_final Waypoints
 
Ok 0.90 is posted and after balance and play testing I'm calling it beta. Boat priority still lower than might be liked but the allies get the boat to the resort well enough even when I'm raining artillery on them. Lots and lots of changes including mine plants finally. (Link should be good until october 2009)

nedd3h 02-08-2009 14:24

Re: Saberpeak_final Waypoints
 
Well done!

This plays great now :)

A couple of things I noticed after one full round.
1. As Allied, when I got to spawn at the bunker where the CP is there where 3 covies and none of them destroyed the CP. I watched this for several spawns. I destroyed the CP and then watched for several more spawns and no engies built it.
2. As Axis, in the bunker area again, in the first phase, I was on the middle MG and wasn't touched untill the boat was nearly at the point where it destroys the main door. If I wanted to I could have exploited this. (the MG on the right was destroyed though)

One thing to note is when I played as Axis, the Allied did end up buliding the CP.


I've now added this map to my server rotation!


All times are GMT +2. The time now is 07:29.

Powered by vBulletin® Version 3.8.2
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.