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-   -   ET Waypoint Village (http://forums.bots-united.com/showthread.php?t=6680)

420Blunt 05-03-2008 07:31

ET Waypoint Village
 
I decided to make waypoints for village. I wasn't sure what stormers plans were and it's been over a year since he has posted anything.

Waypoint attached and you can get the map here

Unzip et_village_1.00.pk3 to your fritzbot folder.

420Blunt 07-03-2008 05:47

Re: ET Waypoint Village
 
1 Attachment(s)
Found and fixed a bad landmine action that I had moved from the command post and forgot to change the entity.

New version attached.

TomTom 07-03-2008 06:39

Re: ET Waypoint Village
 
1.00 not bad. A few tweak suggestions;

* narrow node 3 in allies initial spawn to 40, and throw one connection over the nearby low fence. A few bots are getting pushed and sticking against the fence pole near node 3

* maybe tweak the down paths of the ladders near the gold so the bots fall down rather than climb down. I saw the carrier get stuck once because of a medic bot that was on the ladder when he was going down.

* maybe path over the top left where the bots come through the window so as to come down on top of the mgnest (action 36?) amongst the axis spawns on the way to the cemetery (assuming the bots don't miss the sharp turn).

Thats all I can think off. Team sizes were good at 8-8

nedd3h 15-06-2008 14:23

Re: ET Waypoint Village
 
so are we looking at a v1.02 soon then?

:)

TomTom 07-08-2009 06:09

Re: ET Waypoint Village
 
Quote:

Originally Posted by nedd3h (Post 58216)
so are we looking at a v1.02 soon then?

:)

Since it is a branch from 420Blunt's work the latest waypoints are 1.01.1. (link good till Oct 2009) Besides my suggestions above, I have done lots of tweaking, including radii cleanup. Threw in some other changes including around the CP (axis will now build it mainly just at the start.), H&A pickups and more mg actions, more routes and a slightly better defense near the truck (axis can beat allies 2:1 in tests), and a few smoke actions.

I restored one of the barbed barriers to slow the Allied bots initially getting to the broken wall (near the bedroom). They are poor at removing it but once the axis appear on the other side the bullets fly and it is gone.

Ladder pileups still happen sometimes so don't put more than 8 bots in each team. I have made some improvement on the ladders including an experimental back of the scrum route to make some bots switch to the other ladder.

Nice small map for quick games.

nedd3h 09-08-2009 07:34

Re: ET Waypoint Village
 
Quote:

Originally Posted by TomTom (Post 60284)
I restored one of the barbed barriers to slow the Allied bots initially getting to the broken wall (near the bedroom). They are poor at removing it but once the axis appear on the other side the bullets fly and it is gone.

Is this the one you mean?

http://ned.theoldergamers.com/et/etvillage-2.jpg

I saw quite a few bots both sides either die from fence damage or get stuck at this point.


I found a point where a BOT got stuck on some stairs. He stayed there until he got shot.

http://ned.theoldergamers.com/et/etvillage-1.jpg



It's an enjoyable map to play with BOTs this one, well done!

TomTom 09-08-2009 09:35

Re: ET Waypoint Village
 
Yes that is the one, I generally only saw one die before it was shot-up, but I can delay the Allied bots a different way instead.

I saw only the one bot get caught on the stairs and it cleared itself eventually. The odd thing is I slide quite easily on that stair wall. Anyway I can add a node in the middle of the stairs on the up path. That should attract a stuck bot after a few seconds.

Yes the credit goes to 420Blunt, I mostly did cleanup so the bots are more fluid and hopefully more human. Thanks for the help.

TomTom 10-08-2009 03:50

Re: ET Waypoint Village
 
Ok barrier gone again, collector node added minor route changes in 1.01.2 (link good until Oct '09)

nedd3h 16-08-2009 05:31

Re: ET Waypoint Village
 
Hi TomTom, that barrier is still there with the same issues for axis/allied. Can you script it so they throw some random bullets in the direction of it when approaching. I just had a game and saw 4 axis then 2 allied getting stuck on it.

The axis were jumping around it going nowhere and then later 2 allied were hard up against it trying to run through it as if it wasn't there.

TomTom 16-08-2009 06:04

Re: ET Waypoint Village
 
Oops My bad, the newer script file did not get in the 1.01.2 zip file, Corrected (and tested) in 1.01.3. (link good till october 2009)


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