.:: Bots United ::.  
filebase forums discord server github wiki web
cubebot epodbot fritzbot gravebot grogbot hpbbot ivpbot jkbotti joebot
meanmod podbotmm racc rcbot realbot sandbot shrikebot soulfathermaps yapb

Go Back   .:: Bots United ::. > Cyborg Factory > JKBotti
JKBotti The new generation of Half-Life bots by ghost of evilspy HLDMOpposing Force

Reply
 
Thread Tools
Waypoint files
Old
  (#1)
ghost of evilspy
Moderator
 
ghost of evilspy's Avatar
 
Status: Offline
Posts: 140
Join Date: Mar 2005
Location: Finland
Default Waypoint files - 04-07-2007

Although jk_botti has autowaypointing, it takes some time to waypoints to be fully created and linked. Most time take large maps with difficult structure and parts hard for autowaypointing code. Most difficult parts are: Top of ladders, water to dry paths, top of stairs, areas with many tight corners.

That's why I create this post were everyone can post your (auto)waypoints. On first run of map for bots there isn't any (auto)waypoints so they run in circles.

Small tutorial to making (auto)waypoints for jk_botti:
  1. Run server with password or on LAN.
    ´
  2. Add following lines to jk_botti.cfg or use rcon to issue following commands. First blocks bots shooting players, second makes waypoints visible:
    jk_botti observer 1
    jk_botti show_waypoints 1
    ´
  3. You will now see waypoints with waypoint paths. Normal standing waypoints are blue, crouch waypoints are yellow, ladder purple, start of lift(bottom) red, stop of lift(top) green.

    Waypoint paths are shown for waypoint you're closest to. Waypoint paths can be one way or two way so even if there is waypoint path leading away from closest waypoint it isn't certain if far away waypoint has path to the other way.
    ´
  4. Run around, you hear click noise everytime waypoint is added. (Note: you can have several players making waypoints, but only 4 at maximum are used by jk_botti for autowaypointing and rest are ignored to keep CPU usage at acceptable level).
    ´
  5. Now that you have created first draft off waypoints and are somewhat satisfied, restart map (rcon: changelevel <current map>).
    ´
  6. On second run special 'separate area'-linking code will run to create missing waypoints between areas. Note that 'separate area linking' waypoints won't be created too close each other on one map change and you may (and probably will) have to restart map several times until all areas are linked.
    ´
  7. Waypoints are saved in 'valve/addons/jk_botti/waypoints/' with file-extension "wpt". These files are compressed using zlib, but it seems that these forums don't allow that file-extension to be send directly so I recommend to zip your waypoint posts.

Oh btw, if you have not noticed yet jk_botti comes with premade waypoint files for default maps.

Here's some waypoints for *EHEM* my maps (see http://koti.mbnet.fi/axh/ for downloads):
Attached Files
File Type: zip varrock.zip (10.2 KB, 607 views)
File Type: zip squidyard.zip (5.6 KB, 590 views)

Last edited by ghost of evilspy; 10-07-2007 at 12:25.. Reason: reformat text
  
Reply With Quote
Re: Waypoint files
Old
  (#2)
ghost of evilspy
Moderator
 
ghost of evilspy's Avatar
 
Status: Offline
Posts: 140
Join Date: Mar 2005
Location: Finland
Default Re: Waypoint files - 04-07-2007

Some more:
Attached Files
File Type: zip kitkat_factory.zip (4.4 KB, 579 views)
File Type: zip lost_village.zip (6.8 KB, 592 views)
File Type: zip metal.zip (4.4 KB, 650 views)
File Type: zip tig_qui.zip (2.6 KB, 616 views)
File Type: zip unrest.zip (5.7 KB, 579 views)
  
Reply With Quote
Reply


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 
Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump



Powered by vBulletin® Version 3.8.2
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
vBulletin Skin developed by: vBStyles.com