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Waypoint Forum A place to request waypoints for a specific map, or to check on the progress of waypoints for your favorite maps.

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Glad to see you all here again!!
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frank
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Default Glad to see you all here again!! - 28-07-2006

Hello,everybody here again!!it seemed that i have almost ready to release my waypoint for transmitter in very early test version the day before yesterday. But it was very hard to write aiscript well,after deleting a preview version of aiscript that i had wrote, the latest one was very simple and had some problems that i couldn not solve by myself,so i decide to upload the nav file and aiscript. i hope someone could help me really !!

(the waypoint for transmitter in Current Attachments,thx in advance!!)
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File Type: zip transmitter.zip (53.5 KB, 382 views)
  
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Re: Glad to see you all here again!!
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the bindlestiff
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Default Re: Glad to see you all here again!! - 28-07-2006

Quote:
Originally Posted by frank
Hello,everybody here again!!it seemed that i have almost ready to release my waypoint for transmitter in very early test version the day before yesterday. But it was very hard to write aiscript well,after deleting a preview version of aiscript that i had wrote, the latest one was very simple and had some problems that i couldn not solve by myself,so i decide to upload the nav file and aiscript. i hope someone could help me really !!

(the waypoint for transmitter in Current Attachments,thx in advance!!)
How about describing what your problems were so we can know what to look for?
  
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Re: Glad to see you all here again!!
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frank
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Default Re: Glad to see you all here again!! - 28-07-2006

Oh,hello,the bindlestiff,i am sorry that i had forgot to describe that before releasing it,thx for your advice !!
In fact, during waypoint test,there are some problems that always puzzled me:
first, on the allies first spawn area,the allies always passed over the bridge even if the bridge didn't built,so you can see the bots run back and forth on the frozen river under the bridge until the bridge constructed?? (i haven't planed made bots using the ladder in the cave so far,u know)
second, the Serpentine Barricade,the allies could dynamite planted on it ,but i want to control connect or disconnect nodes with aiscript,so i disconnect som nodes,write some command in aiscript,but it couldn't work now. i mean the allies engineer do nothing after constructing the bridge mg42 and bridge???
third,when the forward flag owned allies,axis had been force back to castle,i noticed a
small tunnel that axis from castle must go through to defuse the dynamite on barricade seemed so narrow that the barricade have blowed before axis engineer reach there!
With all of your helps,i hope these problems could solved as soon as possible.
  
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Re: Glad to see you all here again!!
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the bindlestiff
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Default Re: Glad to see you all here again!! - 29-07-2006

There a number of things that need to be fixed in your map and aiscript. I'll show them here -- perhaps it'll help other new waypointers with their problems. Listed in no particular order:

1. The reason the Allies are jumping onto the frozen river is that you have a complete path across the bridge before the bridge has been constructed. You should connect nodes AFTER the bridge is built.
2. The reason the Allied engineers are not leaving the bridge is that you have an erroneous allied_construct action #92 on the wrong side of the grate door. You also have the MG42 construct actions set as major_constructs. These take priority over regular dynamite actions, so the bot tries to get to these but cannot because the barrier and grate door are still built. Either change them to minor_constructs or turn them off at game start and turn them on in the aiscript after the barriers have been blown up.
3. You have paths through the Axis team doors. This causes the Allies to uselessly try to get through. Make a node just inside the door an Axis-team-only node to keep the Allies from trying to go that way.
4. The radii of your path nodes are too large in most cases. The radii should not touch the surrounding walls or doorways, else the bots can hit them and waste time trying to get through.
5. You have far too many one-way paths. They should only be used for jumps off walls and hills, for instance. Use two-way paths for all normal routes. One reason is that a medic cannot go backwards to revive a wounded teammate behind him.
6. The MG42 camps should not be made active UNTIL the MG42 has been constructed. Otherwise, you'll get bots just standing there, doing nothing.
7. You don't need satchel actions at a neutral command post (one that is used by both teams). The coverts know what to do for that case.
8. There is the chance that the Allies can get into the tunnel going to the serpentine from the top, leaving them to get stuck trying to go through the axis team-only door. Make one of the nodes axis-only to prevent this. Then when the door disappears when the barrier is destroyed, use the script to open the node to the allies. This situation can also occur at the grate door.
9. At the grate door, make the path two-way so the axis can come and go. Then put another set of parallel nodes there, initially not connected, for the allies to use when the grate is destroyed. These must be connected/disconnected in the aiscript depending on the status of the door.
10. The MG42 camp actions should be placed close to the handle of the gun.
11. You have many paths that cut through corners of walls, etc. Not good -- make the paths curved around them. Especially on the spiral staircase.
12. Node 76 is not connected to anything. Action 24 has no allied or axis goals.
13. In your aiscript for action #4, the if_action_true keywords are not necessary because the action can occur only once.
14. The one-way paths near the bridge mean the Axis are unable to get down to the bridge to try to blow it up. You need both allied defensive actions and axis attack actions concentrated around the bridge at the beginning of the game. Make the allies work to get up the hill.
15. The axis dynamite_plant action at the bridge should be toggled on/off depending on the status of the bridge, else they'll be tying to blow it up when it is already destroyed. The reverse is true for the allies at their dynamite objectives.

Don't get discouraged. You should have seen my first map!


Have you figured out a way to rotate the antenna? The bots cannot do it.
  
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