Re: Caha_tavern_b2 waypoints -
08-06-2007
Well the ladder fence is going to create a problem. It is a problem I have had a number of times with Fritzbot ET. A weakness in Fritzbot is that most actions are either active or inactive globally. This is because Fritzbot uses a global map of nodes that are as it were always active but can be restricted by team. A bot assumes an active action can be navigated, then starts to search for a path. If no path exists it zombies as it tries to find the impossible. Had Fritzbot used a cellular map of nodes the bot would first determine which cells were available then chose from the active actions in those cells.
See what I would propose is;
(1) Add a cell group parameter to the nodes (separate from the group parameter)
(2) Actions would inherit the cell group number of their closenode
(3) Bots when choosing an objective would first check what cells were open to their team at that moment from the cell of its nearest node.
(b) Next the bots would priority-select an active action that was in one of the available cells
(c) Cvops in uniform would check for teamdoors providing access to additional cells
(4) When a node_connect/disconnect happened a cell manager would check if it was one of the links between cells and then update the cell connection data structures as needed.
Ok back to caha_tavern the problem is the combination of the 4th floor axis spawn becoming active before the gen B is blown. If both the stairs wall and the ladder barrier are built then 4th floor axis bots that chose an action on the third floor or vise-versa will zombie until they get killed by the other team if ever. But if the allied bots are spawning on the third floor a stalemate can occur. Without the ladder barrier the 4th floor bots continue to seek ownership of the 3rd floor objectives before proceeding on to the roof.
So what I have to do is either make the ownership of the 4th floor flag destroy the barrier (and prevent it being built) or prevent the axis gaining the 4th floor spawn until gen b is blown (if I can). And this has to apply to humans as well as bots. I'll see what works, stay tuned.
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Update after testing: The latter limitation on 4th floor spawning is feasible by writing a new axis autorespawn manager that choses the highest floor that axis has the flag for except for the fourth floor which requires the "B" generator be blown before the 4th floor spawns are available. As a minor bonus capturing the 4th floor flag early can push the allies respawn to the roof so that axis can get on with owning the 3rd floor objectives. I will likely focus the axis bots on the third floor till the gen is blown. That is so axis bots getting trapped on the fourth floor will be minimized. For simplicity the 3rd floor ladder and barrier will be independant (it is confusing to have to blow the ladder before building the barrier). I have also found a bug in the original flag ownership timers (they can short cycle on recapture) so I have made a basic improvement there. I have still to complete the helper_ents for the third floor logic (I may post a version with a messy aiscript before then). And I am wondering if there is a possible jump exploit over the ladder barrier from the ladder boxes (manually I can't do it but it looks close enough for maybe a scripted jump).
.one Ringstellung to rule them all.
Last edited by TomTom; 08-06-2007 at 13:55..
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