Thread: waypointing
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Re: waypointing
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>BKA< T Wrecks
Moderator [PBmm/Waypointing]& PODBot mm waypointer
 
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Posts: 1,492
Join Date: Feb 2004
Location: C.C.A.A., Germania
Default Re: waypointing - 14-04-2004

Hi Huntkillaz,

let's see... what waypoints do you mean? You said you d/l'ed the hq pack 1 and 2 from here (could have been mine), but as_oilrig wasn't part of that pack. Maybe you mixed it up, because i DID include de_oilrig?
Being a default map, as_oilrig was waypointed by SoUlFaThEr, at least in later releases of PMB's bot.
Anyway, the VIP problem: What exactly do you mean with "hangs around"? Do you mean that he didn't go straight to the escape zone?
Ok, in PODBot 2.5 the VIP always went pretty directly to the escape point. BUT: he always took the fastest route - and that means that he always took the same route. What you observed may be due to the new A* pathfinder that's been added to PODBot. It causes bots to choose more varied paths, one of its disadvantages being that a VIP doesn't always choose the quickest route on an as_map. On the other hand, it makes as_maps more fun to play because you never know where the VIP is. He can now choose the longest (and slowest) route and sneak to safety where hardly anyone would expect him.
Or maybe he just heard an enemy? When bots hear or see enemys or fight them, they switch to non-waypointed navigation.

But you also said maybe more types of WPs would help. What waypoint types did you have in mind? Was that suggestion a general one, or were you thinking about solving this VIP thing in as_oilrig with more WP types? If so, what do you think could be helpful?

Concerning good cfg's for waypointing, check SoUlFaThEr's thread "the optimal binds for this PB 2.6mm editor"...here:

http://forums.bots-united.com/showthread.php?t=1275



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