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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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baserace
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CrapShoot
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Default baserace - 07-12-2006

I created a proof of concept for what was discussed in the other thread. It seems to work as expected; I can kill the deliver actions when the constructs are finalized. All from one action test in the aiscript.

I've attached the test navs. There is zero bot support, so don't add any.

The test is done on the axis tactical ops and forward gate. If you manually build those and do a /g_action_info on the deliver action, you will see that the action type is changed from 7 to -1 (the effect of kill_action).

/g_action_info 2 for axis tactical ops
/g_action_info 4 for axis forward gate

By creating a fake construct, I can use the construct command in the map script to call the action test in the aiscript at any time.

EDIT: Moving Example to Wiki

I'll work on completing this map, it shouldn't be too hard. Although they won't be able to use any 'strategy' for building the bases, it should still be fun.
Attached Files
File Type: zip baserace_poc.zip (15.2 KB, 460 views)

Last edited by CrapShoot; 15-12-2006 at 09:46..
  
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Re: baserace
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MetalHead
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Default Re: baserace - 07-12-2006

**tips hat
**clap clap

you (and the rest of you waypointers) are fkn amazing...

one day i WILL get my head round all of this.. (gotta stop playing and start pointing )

thanks for you inspiration.
  
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Re: baserace
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420Blunt
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Default Re: baserace - 08-12-2006

Nice work, I just got one question. Is it possible to make the helper a different classname other than trigger_objective_info? Venice has too many toi entities and it just crashes if I add more in the map script.
  
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Maleficus
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Default Re: baserace - 08-12-2006

WOW - amazing work CrapShoot! Will be looking forward to seeing this in action.

Cheers!


Dum Spiro Spero


  
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CrapShoot
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Default Re: baserace - 08-12-2006

Thanks. It should be ready in about a week hopefully.

@420Blunt

func_constructibles need a TOI. I sent an email with a work-around for Venice.
  
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TomTom
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Cool Re: baserace - 08-12-2006


for thinking outside the bots...
  
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nedd3h
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Default Re: baserace - 10-12-2006

I have ZERO idea on what all this means but I look forward to it's completion and will install asap
  
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CrapShoot
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Default Re: baserace - 10-12-2006

Attached is the first beta version for this map. Rename so it has the extension .pk3 and place in the fritzbot folder.

EDIT:

version 2 beta can be found here.

Last edited by CrapShoot; 14-12-2006 at 17:51..
  
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Re: baserace
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MetalHead
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Default Re: baserace - 15-12-2006

High thanks for even attempting this..

i have a couple of demo's i did the other day, 1 the bot got stuck in the tunnels, where an exit was it got stuck on the left side of it and couldn't navigate outta the tunnel exit that happened twice. the other was really strange and have seen it a couple of time also, one allies in the trench one axis above the trench BOTH shooting each other BUT not even hitting each other, they were firing and hitting the edge of the trench and both ran outta ammo..

also is it me or do they possess a rather high acc. ? i have bot_aimskill @ 1 just for testing this, i even set it to 4 but there was NO difference...

one other thing i noticed (no demo) the cov.ops of ANY side sometimes stood infront of the crate to be collected and just stood there....

i have lowered the bot sight in the script to 1700 (hope you didn't mind) as 2000 they were shooting me before i even saw them even if i set the FOV to 110 they always saw me first...

hope that helps for now..

oh yeah not sure of you max bots you were testing but i looked into the baserace pk3 and saw you had assigned 16? bots so thats what i've been testing with.. maybe thats the problem and you expected a test of 6v6? i dunno..

great job on this though
  
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Re: baserace
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CrapShoot
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Default Re: baserace - 15-12-2006

Thanks for the feedback.

I'm tweaking the pathing a bit still. I'm pretty sure I have that tunnel exit problem fixed.

My radius' for the steal actions were a bit big and I believe that was causing them to sometimes freeze in front of them. That should be fixed as well.

As for the aiming, I think they have problems adjusting when a target is at a different elevation It would need to be something Mal adjusts in the code.

16 seemed like a good number for the map. Feel free to edit the bot file if you want more or less.

I'll post a patch later tonight.
  
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