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Go Back   .:: Bots United ::. > Forge of Digital Worlds > Waypointing > POD-Bot mm Waypoint Format
POD-Bot mm Waypoint Format Waypoints for POD-Bot mm

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Re: de_dam_final & cs_pipeline waypoints
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sPlOrYgOn
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Default Re: de_dam_final & cs_pipeline waypoints - 29-05-2004

to stop the ladder bug just make sure the ladder waypoint is as high as it can go..
if it is and it still exists try crouching and going all the way up then place a ladder waypoint and remove the crouch flag.
it'll cause the waypoint to be partially going into anything above the ladder.
or if theres nothing blocking like a ceiling just use noclip and fly higher.
  
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Re: de_dam_final & cs_pipeline waypoints
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Pierre-Marie Baty
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Default Re: de_dam_final & cs_pipeline waypoints - 29-05-2004

that should not dispensate us from writing a better ladder code, hmm splo ?



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Re: de_dam_final & cs_pipeline waypoints
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sPlOrYgOn
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Default Re: de_dam_final & cs_pipeline waypoints - 29-05-2004

yea as soon as I can make good ladder code...
I've tried about 3 different things but I think it's not the right way to do it..
I'm trying to find out how to make them keep going up if they going up a ladder instead of thinking they should head to the other wp...
  
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Re: de_dam_final & cs_pipeline waypoints
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>BKA< T Wrecks
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Default Re: de_dam_final & cs_pipeline waypoints - 31-05-2004

Here I come to seize the thread again...
The waypoints for de_dam_final are finished. I hope they work. There were some very odd things in this map:
1) That vent with the two long ladders - it works now (after 7-8 tweaks & restarts), but looks a bit strange. Well, I guess it's a case of functionality over elegance...
2) There were two doors that would insist on opening towards the wrong side, no matter how correctly a bot would approach. This only occured in some rounds - in the next round, the bots went through these doors as if there had never been a problem at all... ??? That's why I made the WPs that lead bots through these doors crouch WPs - once again, it doesn't look too good, but it works clearly better.
3) At the bomb spot in the parking garage, there's a little side room with 2 doors. I didn't waypoint this room at all, because my CS mysteriously crashed every single time I moved and waypointed in there - the first crash made the last 40 minutes' work go down the drain, btw. >
This is once more quite a monster file, weighing in at nearly 750 nodes... I hope it works fine and you like it. Please report bugs, problems etc. here, ok? Have fun!

[EDIT]
Yeah, right. Maybe I should attach the wp file instead of just talking about it? Ok, this time it ought to appear right there:
[/EDIT]
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\/
Attached Files
File Type: zip wp_pb26mm_de_dam_final.zip (24.1 KB, 350 views)



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Last edited by >BKA< T Wrecks; 31-05-2004 at 12:57..
  
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Re: de_dam_final & cs_pipeline waypoints
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Default Re: de_dam_final & cs_pipeline waypoints - 31-05-2004

i have tried my latest RB with this map, but somehow the bots do not like it! Odd, its the first map i have trouble with. So i bet there are things i have to fix, yikes! Beautifull map though!


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Re: de_dam_final & cs_pipeline waypoints
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>BKA< T Wrecks
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Default Re: de_dam_final & cs_pipeline waypoints - 31-05-2004

That's interesting. Were there any particular spots where bots wouldn't go / get stuck / fall down or did they just not move properly? This map HAS its strange aspects, no doubt (see the probs I posted)...



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Re: de_dam_final & cs_pipeline waypoints
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Default Re: de_dam_final & cs_pipeline waypoints - 31-05-2004

well, the bots do not move at all. I have to add own 'area goals' (IAD's, in WIP #10), and only then bots tend to move a bit. But its not playable. It irritates me. Everything seems to be connected fine, but somehow goals like spawnpoints and such are not found.


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Re: de_dam_final & cs_pipeline waypoints
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>BKA< T Wrecks
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Default Re: de_dam_final & cs_pipeline waypoints - 31-05-2004

Weird... this map looks absolutely normal, but somehow the mapper must have done something to it that makes it different from most, if not all, other maps...
What a bummer. You can't go and re-program your bot whenever a mapper decides to make something unusual...



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Re: de_dam_final & cs_pipeline waypoints
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SGt_pAIn
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Default Re: de_dam_final & cs_pipeline waypoints - 12-06-2004

>BKA< T Wrecks, Played de_dam_final with some members and the bots worked excellent. Thanks for the waypoint. Will try cs_pipeline on Tuesday. Do you have a web site with your waypointed maps that can be downloaded?

Last edited by SGt_pAIn; 12-06-2004 at 00:43..
  
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Re: de_dam_final & cs_pipeline waypoints
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>BKA< T Wrecks
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Default Re: de_dam_final & cs_pipeline waypoints - 12-06-2004

Not yet. But it looks like I can get something going together with biohazerd87! Here on BU there are only 2 packs which contain some of my waypoints, 26 maps in total. However, I got some more for maps that were somehow damaged or not bot-compatible. These, too, might be released in the near future thanks to Austin's kick-ass bsp editing tool. We can now fix stuck hostages, stupid doors or buttons and other stuff to make maps perfectly enjoyable for bots.
And I'm currently working at two bigger packs - just got some help from biohazerd, so together we'll make faster progress. Hold on, there's a lot coming up... in the meantime, you can just request waypoints like you did. And if you pop into this forum once in a while, you'll see everything important that's going on.
Well, thanks for your interest and your kind feedback - I'm back to work!



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