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supplydepot2
Can the waypoint developers please put this to the top of their list? I dont mean to be rude or anything but alot of maps you guys waypoint are unknown... pub maps. It would be greatly appreciated if you guys could release this soon :)
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Re: supplydepot2
Ok this is the third time this map has been requested and IMO all the regular waypointers pretty much have their hands full right now. So I have a proposal;:balloon:
If Fritzbot is to grow we need more players and especially more waypointers. I mean just look at the list of maps done for omni-bot. Waypointing may seem like a frightful black box but it shouldn't be. So to encourage more people to spend time learning something about waypointing I propose a little contest. So the contest(s) will be for whoever makes Quote:
So what do you say? Not afraid to frag but afraid to try something new?:scared: How many can we get that will at least try? Can we get at least 5 other volunteers? http://www.geocities.com/cameronbr/U.../unclesam1.jpg Uncle Sam say this truck WON'T get to the depot with out YOU! Waiting for other players to join... |
Re: supplydepot2
There are a few things about this map that will need to be adjusted in the map script.
The first one is that there is no button support, so the crane controls can't be operated by the bots. I believe it will be possible to bypass the crane controls button in the map script and have the gold automatically load when the controls are built. One potential problem is if the crane controls are built before the truck is in place, but I think that can be scripted around as well (not sure). Also, in order for the bots to "intelligently" escort and defend the truck after the gold is loaded, there will need to be some fake entities added to use with the action_event_explode trick. Allies spawning at the CP will need to be set in the map script as well. I may have some time next weekend to add these things if someone else doesn't tackle it by then. |
Re: supplydepot2
The button may or may not be possible. The button (crane_enabler) in this map just has to be run into it seems not pushed. The problem may be in knowing that it was activated.
Yes I figured like Crapshoot that there need to be fake toi triggers, so to avoid the problem with entnumbers shifting these have to added before the proposed contest. Associated with these would be 6 action groups such as... Quote:
The forward spawn rear exit may also have to be scripted to blow with the forward spawn gate as I can't find a toi for the rear exit. As to the truck I would also like to enable damage on it (currentlly it is invulnerable), but it is not critical to begin with. As to easter eggs ... Anyway I will soon post my WIP files including any script file stuff here Crapshoot, feel free to use them. Be warned, in testing the AI goalnum only incremented once, on any one of depot perimeter dynamite objs! |
Re: supplydepot2
Forgive my complete noobness but the bots can open doors yes? which requires the use of the action button for players? dont know how it works for bots,cannot the button be made out to be a door that you have to activate? i.e. 'f' = open door = activate button?
yeah i bet it made you laugh, i dunno just a thought, i've looked at waypointing but it's a little overwhelming atm.. i'm working on a fritzbot server for my clan, and things a re good, just a bit of final testing, this IS the best bot mod EVER!! omni-bot might have it's own following but i've played on servers with it and i'm NOT impressed. sorry off topic a little my bad... |
Re: supplydepot2
I was about to post the same message METALHEAD so no i dont think you are noobish, i dont see why that would not be possible, in fact they probably aint laughing they are probably saying ....oh yeah why didnt we think of that!!!
Anyway i am aup for the challenge, will have the map ready for you by lets say 2012.... ok? |
Re: supplydepot2
I am not an expert but no. And simple func_doors I have been trying for a few weeks to script overrides on with no success.
Normal buttons have a trigger_objective_info (TOI) number which had Mal completed the support would have been used with a button action. For instance in MML_church_et_v1 the alarm button has a 'on' TOI for the allies and a different 'off' TOI for the axis. However in mml_church_et_v1 the bot would have to "use" the button which they can't. In suppydepot2 it appears to be triggered like a fakeTOI in the floor (just my guess), so it may be possible for the allies to operate this "button", but the action (say an alt-roam) won't be linked to the "button" TOI so the aiscript won't understand that the button was ever pushed. No I am not laughing. Sometimes a shot in the dark works. The fakeTOI (read fake mineplant) concept was likely one of those inspirational shots in the dark. Anyway the idea for the contest is to do most of the difficult work for would be waypointers like yourself and so encourage more participation. It also means that I am not committing to the substantial QA testing that tweaking etc for release takes (at least not anytime soon). If more people understand how all the camps-aims work as well as how bots navigate the map then they will be able to tweak maps to their taste which can help if we work as a group. (Respecting that only one version of a waypoint should be out in the wild at any time). P.S. Crapshoot, ignore my previous post about the rear exit. /viewent was giving me problems so I resorted to /configstrings and then I confused the door for the gate. My bad:blushing:. |
Re: supplydepot2
1 Attachment(s)
Attached is the map script and fake entity list.
I added 5 fake entities. The thoughts on useage were: truckstop 1 - allies escort to half way, then in aiscript, set map_has_vehicle false so the bots will focus on capturing flag / dynamiting doors. Once the main door is destroyed, set map_has_vehicle true truckstop 2 - allies escort to the top of hill then focus on cp and walls. set map_has_vehicle true when main gate is destroyed the last 3 are in positions inside the base for after the gold is loaded. The last one being at the front gate. Someone may want to add one more outside of the base, but the thought is that the axis may as well head for the final deliver spot. I left it so once the truck hits the spline of the entity removal, it will display a message (wm_announce) so it's easier to see where to set up the actions (or move the positions). The crane will automatically run once the controls are built; I couldn't think of a better way to do it other than setting up some fake goal (like a steal) that all the bots would try to get. That may work because it's a trigger and not a button, but it seemed like it could get messy. I may try it later (after the bots are playing) and see how it goes. EDIT: Either way it's done, there shouldn't be any problem having the bots "understand" that it happened. As it's working now, the trigger to move to the next phase is the completion of the construct. If it's done with a fake steal action, I will add another fake entity for event_explode that will be triggered when the crane is started. Allied bots will spawn at CP once it's built. |
Re: supplydepot2
So is anyone planning to waypoint this? I know alot of people would appreciate it.
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Re: supplydepot2
I can continue work on it starting November 22nd, and Crapshoot might find Time Too. We seem to be the only ones Volunteering to help so far, so to save time I might skip further work on the Contest version and start work on a playable WIP. (BTW anybody heard from the Bindlestiff lately?)
Now the work in October showed a few problems (my old computer crashed if more than 4 fake TOIs were coded, Allied bots got stuck on the disabled flag node (even after kill_Action, resetnodeflag...) if bot sight was less than twice the typical value etc. So some work on the basics remain. :helpsmilie: In any case test volunteers will still be needed to keep things on track. This would be a good time for people to spec the number of bots and type we should develop for, (9 on 9 or 10 on 10 being typical). Quote:
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