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POD-Bot mm Waypoint Format Waypoints for POD-Bot mm

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Re: Waypoints for resident_evil maps
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Ancient
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Default Re: Waypoints for resident_evil maps - 17-07-2010

http://www.cfegames.com/maps.php?op=...ent_evil_beta2

I tried to have the bots work as best as they could.


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Re: Waypoints for resident_evil maps
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skull_gun
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Default Re: Waypoints for resident_evil maps - 29-07-2010

I suppose these maps were a bit too large for bots. :\

Many thanks for waypointing them all.
  
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Re: Waypoints for resident_evil maps
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Ancient
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Default Re: Waypoints for resident_evil maps - 29-07-2010

No, they weren't too large, but they are difficult for the bots to understand.
Since there are no alternate routes, some maps are kind of like fy (fight yards) instead of Assasinations.

There is a bug with podbot mm about the VIP's not escaping but rather hunting down the enemy.
I made a post about it: Bug #7650

I tried to make the vents 1 way in as_resident_evil_seige, but they still seemed to get stuck.
There is also a bug or non completed feature about breakable objects, so I made it so the Ts wouldn't enter the vents.
Post can be found here: Bug #7665.

If anything these maps were a bit small, especially when going through doors.
I have completed a pretty cool map for Condition Zero. Hopefully, others will like it, since it's open and the bots navigate really well on very small and skinny wire cables connected between buildings.


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