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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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Re: Denny, The Ghost, Crapshoot
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Maleficus
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Default Re: Denny, The Ghost, Crapshoot - 17-08-2005

New patch up!

Check your e-mails for info and details.


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Re: Denny, The Ghost, Crapshoot
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Maleficus
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Default Re: Denny, The Ghost, Crapshoot - 18-08-2005

I'm starting to think its not a good idea to make all of the one way paths that are being used on some of the maps.

For starters - some classes, like medics, can use the pathfinder for short term goals, and the one way paths are screwing them up (which has caused a medic bot to get stuck, either standing around or running into the wall, more than once - I've confirmed this in recent tests).

Saw one way paths causing problems on a map where it made the engs get stuck and never plant on the OBJ.

I think its best to only use one way paths when you need them. Fritz isn't like most bots, and there is not the worry that they'll just wander around stupidly, so loads of one way paths shouldn't be needed.

Some of the maps have too many and its causing all kinds of little issues and glitches with the bots pathfinding, and will probably need to be adjusted.


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Re: Denny, The Ghost, Crapshoot
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Denny
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Default Re: Denny, The Ghost, Crapshoot - 19-08-2005

I think i'm gonna just replace every single one-way path and make them two-way. I mean from what i've noticed Fritz is a pretty intelligent bot enough to where they don't make it a habit of clogging up paths often like wolfbot did, and the fact that they don't travel in areas where there isn't a goal for them makes having one-way paths almost un-needed, that was another wolfbot flaw. So i think it's pretty safe to say the above speaking for myself. That's just my observations though.


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Re: Denny, The Ghost, Crapshoot
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Maleficus
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Default Re: Denny, The Ghost, Crapshoot - 21-08-2005

New patch up!

This one has a bunch of bug fixes, several tweaks to improve overall speed, and a few small features.

New script ability:

You can turn action_altroams on/off in the script just like any other action. However - there are some things to keep in mind:

1. You can't have one team use an action as alt_roam, while another uses it for something else (say, action_camp). If you define one teams goal as alt_roam - that action can't be used for anything else. You CAN have both teams use an action as alt_roam, or just one.

2. When an alt_roam action is turned on - its on forever until you turn it off again. To have an alt_roam be turned off at start, make its group be -1.

3. Be VERY mindful of how your using the routes, and how you turn it off and on. Realize that if all of the alt_roams you give the bot are conditional on some condition being met (say, a wall blowing), its possible none of them will be completed yet when the bot checks for an alt route, and the route node will be ignored.

You turn action_altroams off/on in the script just like you would any other action.







Most of the bugs are now fixed.





New feature: since LTs drop ammo at death, and meds drop health - sometimes a bot will knife your body into limbo if your a LT or med, so that he can get your goodies, IF he needs them.


Sorry to delay this patch for so long, but I've been pretty sick most of the week. :'(


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Last edited by Maleficus; 21-08-2005 at 09:26..
  
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Re: Denny, The Ghost, Crapshoot
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Maleficus
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Default Re: Denny, The Ghost, Crapshoot - 21-08-2005

Another patch up - a few more small bug fixes, and speed improvements.

Let me know if you notice a difference.


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Re: Denny, The Ghost, Crapshoot
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Default Re: Denny, The Ghost, Crapshoot - 22-08-2005

A small patch up.

This fixes a few camping issues. NOTE: make sure the radius for your camps are less than 70, so that the code can correctly check to make sure there aren't too many bots trying to do one action. If its larger, it won't run the checks.

When a bot can't find a goal on the map, it now tells you its name, so that you can figure out whos having problems and why.

Few other small fixes and a few more speed improvements. Are you guys noticing them? There should be little to no lag now, and everything should run faster.


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Re: Denny, The Ghost, Crapshoot
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Denny
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Default Re: Denny, The Ghost, Crapshoot - 22-08-2005

Quote:
Originally Posted by Maleficus
A small patch up.

This fixes a few camping issues. NOTE: make sure the radius for your camps are less than 70, so that the code can correctly check to make sure there aren't too many bots trying to do one action. If its larger, it won't run the checks.

When a bot can't find a goal on the map, it now tells you its name, so that you can figure out whos having problems and why.

Few other small fixes and a few more speed improvements. Are you guys noticing them? There should be little to no lag now, and everything should run faster.
Awesome! I like how you're improving the speed. And yeah i've been noticing the updates, i haven't tested the past 3 patches or so but will have plenty of time tomorrow and tuesday as those will be my testing days. I'll let you know of any problems mal.

Oh and ALL my camps have a radius of 15, some on Chateau have 25-35 or so, nothing larger than those though.


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Last edited by Denny; 22-08-2005 at 08:18..
  
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Re: Denny, The Ghost, Crapshoot
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Maleficus
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Default Re: Denny, The Ghost, Crapshoot - 22-08-2005

New patch up!

Fixes one last camping issue.

Note: dont place your camps too close together either, because this can cause camping issues in the new code.

A distance of at least 120 units between camps is recommended. Use the draw radius cmd for nodes to get a visualization of what 120 units is.


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Re: Denny, The Ghost, Crapshoot
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Denny
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Default Re: Denny, The Ghost, Crapshoot - 22-08-2005

Quote:
Originally Posted by Maleficus
A distance of at least 120 units between camps is recommended. Use the draw radius cmd for nodes to get a visualization of what 120 units is.
So in other words, make a camp radius 120 (at least) then move it, leave it, place the next, then just go back and readjust all the radiuses later? That would be the easiest way i can think of.

I'll add those updates to the the list because i know a few of my waypoints that have camp nodes bunched together (Chateau being the one with the most).


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Re: Denny, The Ghost, Crapshoot
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Maleficus
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Default Re: Denny, The Ghost, Crapshoot - 22-08-2005

Quote:
Originally Posted by Denny
So in other words, make a camp radius 120 (at least) then move it, leave it, place the next, then just go back and readjust all the radiuses later? That would be the easiest way i can think of.
If that works for you, it works.

They can't have their radius overlap with the radius of other camps either.

No other action has this restriction btw, just camps (that includes sniper camps, eng camps, panzer camps, and regular camps).


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