Ok for those waypointers learning on et_slide some more explanations
Ok if you look at the ET_slide partial waypoint Fritz_et_slide_wip0.00.zip (that you should have unzipped into /fritzbot keeping the correct sub directories)
Code:
Directory structure
/fritzbot
|
+-/bots
| |
| +-/maps
| | |
| | +->et_slide.nav
etc...
Files included:
/fritzbot/bots/maps/et_slide.nav
/fritzbot/bots/scripts/et_slide.aiscript
/fritzbot/configs/et_slide.bots
/fritzbot/ README-_et_slide_rev0.01.txt
/fritzbot/et_slide_ exercises.txt
what you see are the axis bots running a loop but the allied bots killing themselves when they spawn.
Then after 4 minutes the axis engineer bots stop moving (zombie). Now there are no nodes near the Allied spawn that can be seen from that spawn. And there are no nodes and connections going from the loop the axis are running to the node near the dynamite action under the Allied slide
(action 2 closenode 30). So the suicide and the zombie behavior are 2 types of unwanted bot behavior that can happen when navigation nodes and connections are not present where and when thay are needed.
Code:
// AI Script for et_slide
// Created by: TomTom
// Last Modified: 28/01/2008
bot_SightDist 1500 //how far the highest skill bot can see on this map
spawnflag_is_priority 0 //should bots focus on spawnflags?
cmdpost_is_priority 0 //are cmdposts critical on this map?
construct_is_priority 0 //should engs focus more on constructibles
map_has_vehicle 0 //does this map have a tank or a train?
default
{
wait 240 //comment out this wait once you have added nodes and connections to the dynamite actions
activateAction_group 1 //turn on the two dynamite/defuse actions
}
#EOF
Now the included minimal aiscript (
bots/scripts/et_slide.aiscript) shows the C-like scripting language used to give the bots map specific intelligence.
bot_SightDist 1500 lets normal bots see and shoot 1500 units away to attack their opponents. The next 4 declarations are logical (0 or 1) statements telling the bots whether high priority map entities are present (spawn flag, command post, constructibles or trucks/tanks).
The
default block is executed when the match starts. Script blocks (
default and
action tests) use the C style braces to contain multiple code statements to execute. Note the braces are needed even if only one statement is present. An empty block
{ } is permitted too.
The statement in the
default block is delayed for 4 minutes after the match start by the
wait 240. The wait keyword is a modifier that delays the single statement coming after it. That statement changes the active state of all actions that have an
action_group setting of 1 (for group 1).
and if you have not figured it out yet what follows
// are just line comments