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FritzBot A bot for Return To Castle Wolfenstein - by Maleficus Return to Castle Wolfenstein

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Re: waypointing
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baskville
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Default Re: waypointing - 19-04-2006

yeah and i just workedout what PM is what a dumb ass, i would like to take you up on offer though!!
  
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Re: waypointing
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baskville
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Default Re: waypointing - 19-04-2006

if you want to see the visible joins of the nodes just turn off the drawradius and you can see the lines that join them together!! still getting my head round the info, cant even get one of the bots to move yet!!
  
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Re: waypointing
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Valiant
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Default Re: waypointing - 19-04-2006

Just a quick note, if bots have no valid actions to perform they generally will just stand around and complain. So if you're having trouble getting them to move that's most likely the issue. If you already have some properly placed actions with all of their necessary variables assigned correcetly and they still don't move - then the nearest pathnode may need some tweaking.


The way is made clear when viewed from above.
  
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Re: waypointing
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Maleficus
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Default Re: waypointing - 20-04-2006

Correct.

Heres a quick example for the map rail gun on how to path for the bots, and create a goal for the bot to accomplish.

Here, theres 12 path nodes, that lead out to the tracks, and 2 actions: one is the camp action, and one is the aim action (where the bot looks while camping).

It should give you an idea of how to get started.

Extract the .zip file into your FritzBot folder, it has everything already setup for you.

Just type "devmap railgun" when you start Fritz, then add 1 axis bot (addbot Fritz), and watch him go. Then turn on the node editor to see how it all works.

Cheers!
Attached Files
File Type: zip railgun.zip (1.0 KB, 329 views)


Dum Spiro Spero


  
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Re: waypointing
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mootrix
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Default Re: waypointing - 20-04-2006

well thats the problem, the bots are runnig and camping, next to the tower...
but i cant see the waypoint and its saying there are 0 waypoints...




Not that good at photoshop as you can see

  
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Re: waypointing
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baskville
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Default Re: waypointing - 20-04-2006

strange, for some reason the bot example for railgun you sent when i added fritz he decided he was having none of it! he just handed himself ammo in the hut and refused to move, i extracted it to the corrct file but no joy. Oh and one other thing do you need an action on every node or can you just set a path for them and a final goal, Example, on fueldump i was just trying to get at least one engineer bot to come out of the hut (nodes set to correct radius, about 25 i think it was so they pass through the door) then default of 70 and get him to just build the mg gun, the little git again just stood there, Please help a confused man, maybe one day it wall come to me!
  
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Re: waypointing
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baskville
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Default Re: waypointing - 20-04-2006

maybe i will just have a good long read of the manual!
  
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Re: waypointing
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mootrix
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Default Re: waypointing - 20-04-2006

Quote:
Originally Posted by baskville
maybe i will just have a good long read of the manual!
me too but...

I just cant load the waypoints there is 0 on the field, and my waypoint file a cfg that is made with waypointtool doesnt work either, it says the command are invallid, but im on the editor mode...

this all is very strange




Not that good at photoshop as you can see

  
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Re: waypointing
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baskville
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Default Re: waypointing - 20-04-2006

when you go to the waypoint tool are you going to the part that says write config? i guess thats where you tweak stuff?? dunno, maybe the real waypointers out there are laughing at us, maybe we will get an answer, either way please tell me Mal is the bot meant to move in the railgun file you sesnt or did you forget to send that file?
  
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Re: waypointing
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baskville
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Default Re: waypointing - 20-04-2006

it does write config files so something is going on when you press it, just got to put it in the valid file i spose!
  
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