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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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Re: Hello,everyone here !!
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TomTom
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Default Re: Hello,everyone here !! - 03-07-2006

Good Game! Latest Plays great, bots use all tunnel exits well, with spawning at cp (limited to 5 or 6 I guess) the allies attack both sides at almost the same time ( 1-3 bots coming from tunnel spawn). The game is now playable without the spawn at CP as an option (with my help 50% win/loss). Passage behind the rear exit hill is still not used by allies (bots go in front of it then go behind the garage on their way to the side wall breach, must be path length i guess).
I may try a tweak to move the dynamite position on far side so that the allied engr is not so exposed to the axis fire through the depot.
I did see some repeated messages of engrs simply killing themselves a couple of times in the no CP spawn version. I have also noted that behaviour in my own WIP waypoint testing. Are the bot engineers really that depressed?
  
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Re: Hello,everyone here !!
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CrapShoot
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Default Re: Hello,everyone here !! - 03-07-2006

Great, yeah the route bug you found was a bad one. I'll tweak the dynamite action, it's something I have been meaning to do.

I believe I can also encourage them to go behind that hill as well. Are they Axis bots that /kill or Allied bots? Could be a couple things. One is that if they get stuck in a place where they can't find a path they will /kill. And I believe if the engineers are far away from dynamite they need to defuse, they will /kill so they spawn closer. In any case, I'll check it out.

Thanks for the feedback.
  
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Re: Hello,everyone here !!
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frank
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Default Re: Hello,everyone here !! - 03-07-2006

Hello:
I got the updated waypoint file for Fuel Dump and playtested it.i feel allies bots do it better than before.well done,Crapshoot!!
but when i played axis fieldops standing on roof of the watchtower,facing on the allies first spawn or bridge,Calling airstrike frequently,i noticed allies always very difficult to passe over the bridge with tank or repair it, even if axis engineer didn't dynamite the bridge at all.and at last,when allies had hard time passing through the tunnel,the match ended.Tunnel grate had been destroyed but all of allies seemed to ingore it. so i hope tunnel grate could put to use for launching surprise attack to axis by allies bots in next updated waypoint if you can!!!
In fact,axis could too easily won,you couldn't imagined if a axis human engineer planted dynamite on bridge or footbridge even if tank had been passed through the tunnel,then allies engineer bots,instead of escorting tank or constructing CP,all of them came back to the bridge for defusing the dynamite or rebuild the bridge?! (i think this could be a bug,hope it can be fixed)
  
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Re: Hello,everyone here !!
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TomTom
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Default Re: Hello,everyone here !! - 03-07-2006

irt Frank
Tried your axis human field ops in the tower on the latest from 0 xp, 17 bots 1 human. Game progressed well and the allies had more than half the time with the tank out of the tunnel, they blew the side wall but didn't blow the defenses. And this with 2 disadvantages (I changed an allied engr for a allied panzar, and I denied them spawning from the CP.) The one thing I would mention is that the allied panzar never attacked me when I was manning an mg nest (which is why I felt they needed a panzar).

On your second point about blowing the bridge behind the allies I'm not certain from your post, did you observe this by blowing the bridges your self? If so I'll give it a test myself. Thx.
  
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Re: Hello,everyone here !!
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CrapShoot
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Default Re: Hello,everyone here !! - 03-07-2006

They shouldn't worry about the footbridge or the main bridge after the cave door is destroyed. Just check the aiscript and you can see that I turn off all those actions:

action 39 // tunnel door explode action
{
// connect the nodes
node_connect 176 367 true
node_connect 195 368 true

// make sure everything is turned off
deactivateAction_Group 1
deactivateAction_Group 2
deactivateAction_Group 3
deactivateAction_Group 4
deactivateAction_Group 5
deactivateAction_Group 6
deactivateAction_Group 7

deactivateAction 0 // main bridge construct
deactivateAction 1 // axis cp
deactivateAction 2 // tower construct
deactivateAction 3 // footbridge construct

kill_action 14 // tower mg42
kill_action 37 // footbridge satchel action

// move to the next phase
activateAction_Group 8 // axis aggressive
activateAction_Group 9 // axis conservative
activateAction_Group 10 // allies actions

// activate the allied cp
activateAction 79
}

As for the grating, the allies do use it sometimes. The focus is getting the tank to destroy the cave door though.

If you are finding it too easy to win as Axis, turn up the bot skill and aim skill. Sometimes even when played by all humans, the allies never make it past the tunnel. So unless it's happening 100% of the time, I think it's ok.


EDIT: Updates have been made. Check this thread

Last edited by CrapShoot; 03-07-2006 at 18:22..
  
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Re: Hello,everyone here !!
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TomTom
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Default Re: Hello,everyone here !! - 03-07-2006

JUST confirmed Frank's bug re: blowing up bridges behind the allies does tie up the engineers (the other bots are unaffected). Not an important bug since the axis bots make no such attempt and only a xp-hog noob would play a whole game diverting the engrs so as to pick them off with mines and grenades.
No event in the normal play (tested all the way to side wall) seemed to disable the actions 0 and 3 for the allies. I suspect the active flag (set to 1) must be interfereing. Can the ascript reset such action flags?

The rtwc waypoint tutorial seems to imply using groupIDs will override the active flag.
  
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Re: Hello,everyone here !!
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CrapShoot
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Default Re: Hello,everyone here !! - 03-07-2006

To check if an action is disabled, type g_action_info <action number> in console. It displays in console the actions current goal number and the the actions original goal number.

So, you will see that action 0's goal number will be -1 after the cave door is destroyed.

EDIT: Just updated the script to use kill_action on the bridge constructs instead of deactivateAction. Now it will be turned on in the case of a human player dynamiting it after the tunnel door, but because kill_action sets the action type as -1, it will be ignored.

Last edited by CrapShoot; 03-07-2006 at 20:52..
  
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Re: Hello,everyone here !!
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frank
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Default Re: Hello,everyone here !! - 04-07-2006

Hello all:
Thanks to CrapShoot's latest updated,the allies bots no longer build bridge after cave door breached.
As for grating,i still have to say the tunnel grate almost useless for allies.i just found alliesbots got into the grate one time only when the tunnel door destroyed. So i tried to disconnect some paths between nodes around the frozen river to force allies go into the tunnel grate often with node editor,but failed.(just because of using node editor for ET first time???)
i knew it could be dangerous that force allies respawn near CP before tank got over bridge like TomTom had been mentioned that.But i really don't want to see allies bots always facing aggressive Axis defensive on the front,so i wonder if there is a useful way(or just a script) for allies using tunnel often to attack axis before tank blow tunnel door??
  
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Re: Hello,everyone here !!
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CrapShoot
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Default Re: Hello,everyone here !! - 04-07-2006

The pathing in the map shouldn't (and in most cases can't) be used to force bots to go a particular way. They will not use a path unless they have actions to get to using that path.

There are two actions I have for allies to use the tunnel grate route. I limited them to specific classes because they seemed ineffective to me, but you can edit those if you want more to use that route. You will just need to set the action class on them:

/action_class 52 0
/action_class 54 0

This section of the wiki explains what action_class does.
  
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