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Glider 3.02 waypoint project
OK I now have a full WIP 0.02 waypoint of 2bit's map Glider version 3.02 (glider_302.pk3). And for those of your who could not count to 6 (previous post) this link gets you direct to the waypoint directory. As always rename to .pk3 and place in \fritzbot. If playing alone I recommend playing as an allied engineer initially as it is a tough game for the allies in the first half.
Please note that earlier versions called glider assault (glider_210.pk3 through glider_251.pk3 etc.) should not be in your etmain directory to be on the safe side. 2bit used the same bsp name for all versions of the map but waypoints will likely crash ET if used with the wrong version. While this is the candidate for my final waypoint Fritzbot ET project, I will continue to fix up the older projects as time and feedback determine. And I will continue to be around to help get others to find how enjoyable a few waypoints can be. All you need is some time, and a mind inclined to enjoy problem solving and structured planning. Any programming experience is a plus. |
Re: Glider 3.02 waypoint project
I'm so looking forward to test this!
...just need time ;o will give you some feedback asap! |
Re: Glider 3.02 waypoint project
ok! waypoints on my server!
i had a quick game, all seemed good but noticed one thing • axis engie potsmell couldn't defuse dyno plant on top of generator well done! fun map this one :) |
Re: Glider 3.02 waypoint project
Thanks for the feedback Neddie. Was the dynamite planted on the generator or the generator's tank?
The generator tank is, I think, too difficult to expect bots to handle (its hard enough for me to get the toss right for the plant) so I might place a fakebrush that deflects everything at the top of the tank. As to the top of the generator my first test where just one engr bot responded confirmed your observation. Odd given that the height should not require them to jump on top. Anyway I threw a node on top JIC and subsequent tests with 2-3 engr bots responding were defused 4 out of 4. As to adding extra defuse actions...well I do find multiple linked dyno-defuse actions at one objective results in bots responding to one of the spots seemingly at random, and if they can't see the dynamite from the defuse spot they chose they just stand there unconcerned! With only 2-3 engr bots per team I have learned to keep the number of dyno-defuse spots to a minimum. While that might not cover all human plant spots it does improve their ability to defuse the bot dyno-plants |
Re: Glider 3.02 waypoint project
the plant was on the generator, not the tank
good idea re tank btw! |
Re: Glider 3.02 waypoint project
the time the bots take to respond to anyone on the tank mg seems long and they are easilly owned... is there a way to reduce the response time or do something to combat this?
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Re: Glider 3.02 waypoint project
At what part of the map? I find when I man it out of the compound I get killed halfway up the hill.
Should I assume you were axis and owned the allies coming over fairly open territory? |
Re: Glider 3.02 waypoint project
no allied owning axis over the entire tank route, i even paused at times to see what would happen and just didn't get shot at for a good few seconds
i could get a demo if it helps? |
Re: Glider 3.02 waypoint project
IMO the tank has too much health, and something is odd in its setup since the allied bots don't man the gun. I also don't feel like the bots focus on destroying it (and consequently killing you).
Now with the limited cover available there are only a few camps plus a couple of roams at each stage of the tank travel. I could try adding snipe camps aimed down the tank path but only hobbit in the current bots file snipes for axis. Panzers won't get close enough with the botsight. Botsight is set to a fairly normal value (1800=150feet?) for a reasonable fight at the start for the outpost. And so far my attempts to get the axis fieldop to the radio room to call in a ME109 strike have not worked. That would seem to imply he is choosing to pursue the tank when respawning at the outpost, and I can not make a bot follow a route if he chooses the tank as his objective. And as to making the other bots follow routes, well routes work best if they follow paths where the bots are not fired upon. Fighting seems to remove the route imperative as well as reseting the bot's chosen objective action. I will try some stuff playing that part of the map and see. In the meanwhile you can try adding an extra fieldop or sniper to the axis team. But as I blogged on my web-page there are even bigger problems in getting the allied bots to focus on building the CP... |
Re: Glider 3.02 waypoint project
Well hopefully you will think 0.03 is more challenging. This version also decreases the priority of constructions as a test to see if allied bots will sometimes build the CP even when the hopper steam generator is destroyed.
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Re: Glider 3.02 waypoint project
v0.03 on my server now :)
some feedback after a quick game: • yes axis bots are more challanging! • axis bots attacked more while i was on tank mg (r-nades and arty) • looks like bots won't go to built glider if outpost flag not captured • bots used ME109 • axis bots aren't yet using island spawn ? thanks for this update, love ya work :thumbup: |
Re: Glider 3.02 waypoint project
Did not remember the island spawn in previous versions, and I don't see the advantage to the axis being so exposed. When should they capture it?
I did not put much emphasis on the island mg either since the fight at or near the compound favors axis already. One thing I may need to add is the slide down the hill to the garage. Of course the bots will likely suicide if they get shot at and don't tightly follow the nodes. And I could try adding some class restricted flanking routes when the tank is coming down the home stretch. Say Axis soldiers, who might then (sometimes) use the hills overlooking the trucks (too bad the cvops get mortared). I just wish I could solve the Glider through CP-build yield problem. If I can't I have another final map in mind... - - - Ahhh I think I see, the island spawn flag merely enables a user optional spawn, so bots won't likely use it unless we disable their spawning someplace else.. Maybe I could do a test spawn arrangement (one or two new spawns at the island bunker, the rest in the compound? However I might have to disable the other existing spawn pads in the bunker!) BTW the glider build is not dependent on the outpost flag, but lowering the priority of constructions might possibly make engrs chose the flag as objective sometimes. I'll try a class restriction JIC. |
Re: Glider 3.02 waypoint project
Finally got around to trying out the final priority arrangement. Seems to result in some improvement in Allied CP focus (well actually its only 46% in unattended tests) at the cost of some no goal messages. Bot on Bot balance is running 2.5:1 in favor of axis. The bulletproofing of the cockpit has some side effects on panzers (see readme for details). Over all lots of changes too numerous to describe Here. So get 0.05 and see what you think.
(I have left the island spawn alone for now). |
Re: Glider 3.02 waypoint project
will test this out during the week with a few others :)
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Re: Glider 3.02 waypoint project
Latest update I am calling 0.10. More things to focus the Allied bots on the CP, and the engrs left behind will go to the pump room to slow down its destruction. CP seems to be built mostly the first time so yield is better. I have made some improvements to the Axis defense in two places to be a bit more challenging. Hopefully team balance will still be good. Teams are set to 8 bots each with Humans optional.
With balance testing still to do I am calling it :guns:playable WIP quality :hammer: or better. Feedback is appreciated. Warning: the map has a lot of entities so it can crash ET with the MAX_GAMESTATE_CHARS error reported. To avoid this either run it in an impure server (sv_pure 0) or limit the number of map files you keep in etmain. Installation: As always rename the waypoints file to remove the .zip ending and put the pk3 file in your fritzbot subdirectory. Waypoints can be downloaded from Ancients CFEGame.com site http://www.cfegames.com/index.php?ac...=view;down=270 |
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