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northpole and saberpeak_fina waypoint needs
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skybridge2000
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Default northpole and saberpeak_fina waypoint needs - 25-03-2007

any one has working nav for those two map?
  
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Re: northpole and saberpeak_fina waypoint needs
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TomTom
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Default Re: northpole and saberpeak_fina waypoint needs - 26-03-2007

After a quick walkthrough i think both are do-able. but both will be less than optimal.
-Saberpeak_final will have likely problems with the boat, but the script fixes like those Crapshoot did for me for supplydepot2's truck might work with the boat to allow bots to swim along with it rather than have to climb on its side. The bots probably won't use the mounted mg42. On the other side 0.70 axis bots will try to damage the boat unless we can prevent them getting in the water alongside. the ammo steal deliver looks easy. I think I will give it a pass for now (low saturation diet).
- Northpole's tram might work out with a series of fake brushes to keep the bot inside. The tram buttons are func_doors so the bots could be made to operate them like in 2hide, but their placement is a problem. The trams have to be used with "map_has_vehicle 0" so the bot trapped inside may not agree with being taken to the otherside. A big problem is with how to prevent axis bots going zombie. That is to prevent a bot being unable to find a path to an active action behind the town door. I could leave the tram path connected but then bots that get to the tram late will fall. Or I could toggle it depending upon the tram's position. I could also try leaving an impossible and very long sky path that would draw axis bots to the door or tram landing so that bots inside could still perform actions. I would then have to deal with the bot priorities especially CVops (and engineers). The cannon will be touchy since the bots need an action inside to get them to go prone (say an altroam?) but bots not going for the alt roam could bottleneck it. Once launched a series of one way connected large nodes will keep them from timing out. And a few fake brushes could give a better chance of getting across when under fire. Likewise I might have to do something for the "gejser' if it can survived. But the biggest failing of bots is Mal never coded in a Christmas spirit subroutine. And they just can't dance to ZZTop music!
So I think I might do some isolated tests on Northpole. And maybe the map could be done before an Australian June Christmas . But I'll start some other map on my list of possibles in the meanwhile.
  
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Re: northpole and saberpeak_fina waypoint needs
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nedd3h
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Default Re: northpole and saberpeak_fina waypoint needs - 26-03-2007

there are some bugs with saberpeak to be aware of:
http://home.comcast.net/~saberpeak/

these issues have been worked on via mapscripts here:
http://bani.anime.net/banimod/forums...er=asc&start=0


...downloading northpole now
  
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Re: northpole and saberpeak_fina waypoint needs
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TomTom
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Default Re: northpole and saberpeak_fina waypoint needs - 26-03-2007

Thanks Ned. I stand corrected about the boat not being destructible. But I still think the axis bots should be prevented from swimming with the boat. The boat bug sounds of concern if the bot manning the gun was to remain (unsure)

In the northpole cannon tests, so far bottlenecking in the cannon seems to be the principle problem. This might be reduced by either a class limitation or a 1 out of 6 routing.

- - -
FYI: Did a quick test on saberpeak_final. The allied bots are capable of escorting the boat to the first dock though it does take them a good part of a minute to get on board. And they may man the gun at least by the time it gets to the dock. Their position behind the bridge does make them hard to kill from the initial axis spawn. What I have not tested yet is whether they any good getting back on /repairing the boat if it does not get to the first dock in one go.

Last edited by TomTom; 27-03-2007 at 02:23.. Reason: saberpeak_final test
  
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Re: northpole and saberpeak_final waypoint needs
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skybridge2000
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Default Re: northpole and saberpeak_final waypoint needs - 27-03-2007

oh man, oh man, Tom , i coudn't believed u did it for a such short time.
I can't stop laughing at when i wathing those US solider Jumping to the cannon, and were
blowing out one by one. man, what can i say. well done. hopefully more fun to come. thnaks ur hard work.
  
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Re: northpole and saberpeak_fina waypoint needs
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TomTom
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Default Re: northpole and saberpeak_fina waypoint needs - 27-03-2007

Update:
For Northpole's tramway I won't be able to totally enclose with func_fakebrushes etc. Turns out there is no way to script in angled clipping surfaces (they can only be compiled into the .bsp) So more than 60% of the tram's travel I need something with surfaces that are non-orthogonal (to the grid). This means I can only trap the bot inside in the tramway near either landing. The tram also rotates 180 in the middle so the node connections will briefly pass through the opening likely drawing the bot near to falling out (ditto if he gets shot at). If I made the tram a "map_has_vehicle 1" case then all bots would be drawn to it that could see it wherever it was on its monorail. I'll have to do statistical testing when I get to testing what i have waypointed (still have the button to do). (manual test: 33% make it, 60% fall at the rotate point)

For saberpeak_final the bots do get back on the boat as long as they approach it from the rear (stern) or side (port). I am still trying to get them to be able to approach it from the front (Bow). Too bad the climbing ropes are only at the back. The next big problem is the way the boat backs up from the dock when the ammo is loaded (I'll have to get on to doing the fake_tois too).

My Virtual work expands to virtually fill the virtual World (so is ray tracing less filling?)

Last edited by TomTom; 28-03-2007 at 00:28.. Reason: mind the doors please engaging Tram...
  
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Re: northpole and saberpeak_fina waypoint needs
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TomTom
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Default Re: northpole and saberpeak_fina waypoint needs - 28-03-2007

Update:
For Northpole: Couldn't do the tram "buttons" given their placement, so I have used a location trigger inside the parked tram. Then with the bots' help I have fake-brushed one of the tram openings at the point of rotation which bounces the bots back into the tram (use /mal_showfakebrush 1 to view the invisible floating 'walls'). Also restricted the cannon to cvops engrs and medics and opened up the bridge to both directions. Thats all the testing I have time for this week. I have posted it for those who are curious.
  
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