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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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Hello,everyone here !!
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frank
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Thumbs up Hello,everyone here !! - 01-07-2006

Hello,everyone!!!I'm a newbie in here,a rtcw&et fan as well! After fighting with different bots in ET for months,(bobot,aimod,omni-bot,Fritzbot early or late) Fritzbot got highest point!!Cheers!
anywayI noted something strange
during on battrey,at begin,allies had not taken advantage of the backdoor fully until the dynamite first planted by allies engnieer from forwardbunker.this delay allies's time for win this map even lead allies lose !!!
during on goldrush,i played axis engnieer,to my suprised that if axis denfend so hard that the dynamite defused on the second tank barries about six times later,allies engnieer fighting too busy to think of dynamite the barries or repair tank!??
on fuel dump,i wonder why allies engineer could construct commandpost until tank coming near the garage?i mean if allies engnieer could consruct commandpost once tunnel grate blowed,that will be more interesting !! i still think if allies cvops knows how to cooperate with allies engnieer,i mean if cvops stolen enemy uniform and hidden in axis base waiting open axis door for allies engnieer ,that will be cooler!
i hope someone could improve the gameplay not only for axis but also allies bots!!!
Also I had no idea how to make three campaign cycle in fritzbot
for example,
A campaign
including5 maps:oasis, battery,goldrush,rommel_final,sw_ekf
B campaign including 5maps:et_beach,dubrovnik_final,townsquare_fianl,ca en2,nachteinbruch
C campaign including:Transmitter,Stalingrad,bulge_beta1,V1_ro cket_b2,Stalingrad,fueldump
I just hope after C campaign ended,then come back A campaign,anybody can help me !!
Keep up the work for fritzbot!!!!!!!
  
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Re: Hello,everyone here !!
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TomTom
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Default Re: Hello,everyone here !! - 01-07-2006

The short and quick answer to the your fuel dump suggestion.
Maleficus didn't code in holding doors before he left the kernel in its current state to go work for ID Software. Consequently IMO while having allies spawn at the CP before the tank blows the tunnel doors would be an interesting variation, it would likely prevent the allies from getting the tank to the depot and blowing open the gate and side wall.
Sometimes things are the way they are because thats they way they need to be. For instance I tried out not switching the spawn to the CP. My thought was to see if the allies would make more use of the path around the back side of the hill and garage (the path marked by the boards that form an arrow).
Instead it prevented the bots from even trying to get the tank to the side wall.
The moral? Bots like water will just sit around unless they can go down hill. Whereas I remember my mistakes and repeat them when I am a few lines short of a function (or just took a memory leak).lol
  
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Re: Hello,everyone here !!
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CrapShoot
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Default Re: Hello,everyone here !! - 01-07-2006

irt frank: look in campaigncycle.cfg in etmain for setting multiple campaigns to run.

irt: TomTom
The bots will still go back and escort the tank even if they spawn at the cp early. They should also escort it to the side wall even if they don't spawn at the cp. Actions only become available as the map progresses. i.e. if the cave door isn't destroyed, the only actions the bots have available are the ones before the cave door. So allied bots spawning at the cp before that will be backtracking to help get the tank through it.

If you want the allied bots to use that path behind the garage more from the allied spawn after the cave door is destroyed, you can edit route nodes #11 and #12:

/route_pathactions 11 158 158 158 159 160
/route_pathactions 12 158 158 158 159 160

This would make it so they would go that way 60 percent of the time if they choose actions defined in the route. Right now it's set so they should go that way 33 percent of the time. But, because some of them randomly choose the tank as a goal from spawn, the actual percent of bots that will use those route nodes is a bit lower.
  
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Re: Hello,everyone here !!
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TomTom
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Default Re: Hello,everyone here !! - 02-07-2006

substantially lower if observation is any guide. I never met or saw an allied bot on that path only an axis bot. Once out of the cave they headed for the front never the side via the back IMO. I guess I ll have to start paying attention to routes in my evaluations since I haven't started using them in waypointing yet.

P.S. IMHO backtracking through the axis spawn or the frozen sewers would still disadvantage the allies and I doubt they would ever win.
  
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Re: Hello,everyone here !!
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CrapShoot
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Default Re: Hello,everyone here !! - 02-07-2006

I had thought of modifying the map script to make that spawn point only available if the cave door was destroyed and cp was built, but it will only happen if a human player builds it beforehand (as the bots don't see it until after that). So if it's something that the player wants to do, they can. But I agree, it's a bad idea.

routes are really important in the waypoints, without them the bots will be taking the shortest path to all the goals.
  
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Re: Hello,everyone here !!
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frank
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Big Grin Re: Hello,everyone here !! - 02-07-2006

Hello,Crapshoot,i have followed your advice to check the campaigncycle.cfg file,and i now can set multiple campaigns to run,thanks a lot!!!!(i found "exec campaigncycle" command is the key!!! )
  
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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

Well if that wasn't egg salad on my face. and kudos to CrapShoot. Your Fueldump allied bots played admirably well when I tried Franks suggestion of forcing an early switch to spawn from the command post (i.e. before the tank got over the bridge). While they didn't win , they did have 6 minutes to try to blow the depot from the side (blowing the defenses 3 times!).
Their relative success I would attribute to
(1) the allied bots almost always chose to pass back through the axis spawn (you can almost hear the axis bots claiming foul to the ref), and
(2) When the axis cleared out the allies and damaged the tank (now over the bridge) they then passed over the bridge such that they were on the wrong side to do enough damage to the returning allies (coming from behind as it were). Hmm interesting...
---
CrapShoot FYI in other testing in fueldump, I monitored the flow from routes 11 and 12 to node 158 (the back exit from the tunnel)) both in games with spawning at the CP enabled and in games where I disabled it in the script file.
I would estimate the stats like this;
A single bot engr used the back exit on 6 ocassions when the CP was blown and then took the path in front of the hill to get to the CP. At the same time an average of 6 other bots exited the main outlet from the tunnel to support the tank. On a singkle occasion 2 bots used the back exit but then when to join the other bots at the main exit. No bot ever travelled behind the hill and half the time all the bots took the main exit. Looking at the actions tied to the routes (11 to 15) I noticed that the first 4 are for axis camps(112-116) and the last 2 are for allied camps(145, 147). Now you would know better than me how well bots will follow a route to a camp, but I suspect the bots are not giving them much importance.

Also noticed some problem bot behaviour for 4 spawn cycles outside the main tunnel exit. 2 and 3 bots running a tight circle (nodes 415 to 416 jump to 392 then repeat). This was doublely strange since the tank was very close (at say node 479), damaged and the engrs remained running the circle. Eventually on the 4th spawn another engr fixed the tank and the game played normally. BTW the CP had not been built at that point. Can't say how likely this is to happen but i hope it helps.
  
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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

Quote:
Originally Posted by TomTom
Looking at the actions tied to the routes (11 to 15) I noticed that the first 4 are for axis camps(112-116) and the last 2 are for allied camps(145, 147). Now you would know better than me how well bots will follow a route to a camp, but I suspect the bots are not giving them much importance.
This is a bug :/ I'll have it fixed shortly. Thanks for mentioning it.

EDIT: Fix is now included in the pak that can be found here I tweaked some of the navs around 415 and 416 as well, so I'm hoping you wont see the strange behavior there anymore. I expect that there should be a big improvement in their use of the path behind the garage with this update.

Last edited by CrapShoot; 03-07-2006 at 02:31..
  
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Re: Hello,everyone here !!
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vlvttch
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Default Re: Hello,everyone here !! - 03-07-2006

Thanks for the update. it'll be on my server in about 5 minutes.

Crapshoot, would it be possible to link the fritzPak.pk3 on the main Fritz ET download page? That way it's easy to find and as it lists the post date we can tell if we have the most recent version. Just a suggestion if it's something simple and easy to do.
  
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Re: Hello,everyone here !!
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vlvttch
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Default Re: Hello,everyone here !! - 03-07-2006

Oops, double post sorry

Last edited by vlvttch; 03-07-2006 at 05:45..
  
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