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-   -   Map Type # in AI Scripts (http://forums.bots-united.com/showthread.php?t=6024)

Tiger 03-01-2007 18:09

Map Type # in AI Scripts
 
Hello, I have yet another question. I was waypointing a map a fellow WTE member made a while back, and even though I had made an AI Script, it still said there was no bot path when I tried to add a bot to test it. Also, what do the different map types signify, as in MAPTYPE 0, MAPTYPE 1, etc.?

TomTom 03-01-2007 18:50

Re: Map Type # in AI Scripts
 
aiscript "MAPTYPE" is for RTCW.
"For the map type variable it can either be a 1 if your map is a dual objective map, a 0 if it's a regular objective map, or a 2 for a checkpoint map"
TTBOMK Checkpoint maps are like domination play. Your team must takeover a number of flags to win. (ET does have a few such maps but typically these maps also have other objectives e.g normandy breakout ET is a dual objective combined with checkpoints.).
Objective maps are self explanitory, dual versions being those where both sides have objectives so it is not strictly one side defending.

If it says it can't find a path that suggests fritzbot is not finding the .nav. Verify (1) /sv_pure is 0, (2) .nav file exists and is correctly named and placed in the correct path.

(To confuse matters in ET some Splash Damage docs refer to Radar as dual objective since there are 2 radar parts to steal. Now I am confused)

Tiger 03-01-2007 22:58

Re: Map Type # in AI Scripts
 
Okay, thanks a tonne. Also, I tried accessing the .nav files but had no luck in using WinRAR to do it. Is there a way I can access the .nav files to view them directly(as in modifying, etc.) or is the only way to modify them via game interface(ie, when doing /node_add or /node_clear, etc.).

TomTom 04-01-2007 00:10

Re: Map Type # in AI Scripts
 
Besides the in-game editor you can use Hobbits waypoint editor. The topic on it with download links is here. The interface is a table editor showing all the properties (except co-ordinates). There is a tutorial. You will need .Net 2.0 for the latest fixed version or .Net 1.1 for the older mildly buggy version from last June.

NOTE: Hobbits waypoint editor can only access un-packed .nav, .aiscript and .bsp files so use winzip/winrar to extract the .nav files to the normal directories and edit from there. (Also be advised that fritzbot may still select to run the pk3 packed versions, so you may have to move/delete the old file versions for your testing).

(and welcome to the world of waypointing)


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