Hi, I still make some Podbot 2.5-waypoints sometimes and created a little page with some additional tips. Some of the tips are also useful for other bots (26mm etc.). Hope you like it. If some of you waypointers have some more tips, IŽll include them, too. Have fun!
just fyi:
i released sf_columns2. you said you liked that map....you should get this one because its much better looking and has more cover and some other special additions(lighting is cool now, theres ladders up both sides, etc.)
...IŽm on my way to the map, Soulfather . CouldnŽt log into the wiki-system. If anyone knows how it works: my pictures and the text is all free. Anyone may use it for his bot or add it to the wiki. Would certainly be nice to say where it is from. Thx.
---edit
You added a cool athmosphere. This map is: oldschool, simple, low r_speeds, cool z-axis-fighting and athmosphere- everyone who reads this- check it out!
Thx, I just try to be as good as Soulfather or >BKA< T Wrecks in waypointing. I worked on many maps in the last few weeks, maybe you can update your database -and maybe check your readme-files one more time .
-Not only one straight line in this street > the bots use the whole street.
I do it your way myself, but I am not really sure if its needed. If you just placed them in one line in the middle and gave them a good big radius would it then not work in the same way?
Moderator [PBmm/Waypointing]& PODBot mm waypointer
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Re: Some tips- Waypointing Podbot -
28-06-2004
Not quite. If there's just one straight line, two friendly bots running in opposite directions will collide 99% of all cases. Then they'll do their little jump around and try to get unstuck-routine and continue.
If you have 2 parallel paths, this risk is much lower. Besides, if waypoints with huge radii are in a straight line, bots will nonetheless stick more or less to the waypoints themselves; they won't go along the outer edge of the radii - simply because it doesn't cost them any effort to keep close to the waypoints and there's no need (and, in fact, no opportunity) to turn left or right, unlike in open areas or near corners. Not to mention that with 2 parallel lines bots will not be forced to run simply straight ahead, but change sides from time to time, which might make things a bit more difficult for your average AWM kiddie that's lurking somewhere...
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