Quote:
Originally Posted by Denny
Okay i finished typing up some stuff that could be included in the waypointing system, download this file...
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Got it.
Gave it a good look over.
One question tho: nearly everything you listed in the script.ini file is already done in Fritz's path system.
Unlike Wolfbot, objectives aren't tied to nodes, they are a seperate system thats inside the nav file, called "Actions". An action could be stealing the docs, camping, planting a bomb, etc. And for every action for one team, you can set the reaction for the other inside the same "Action" (if allies steal, axis freak; if allies plant, axis defuse, etc, etc). This system is pretty flexible, and can be drawn along with the paths, to give you an idea of whats going on. And gives you that whole "action/reaction" effect.
Would you prefer that they were put into an external script file, instead of the current system, where they are a part of the nav file?
Also they see most most button-less doors/jumps/crouch areas on their own already, since they have environmental sampling, and use the same movement code as the player. And thats totally without the path system - its built into their AI. This comes at a cost of a bit more CPU power, BUT - as a waypointer you don't have to micromanage their paths. And they look totally real and human-like when they move, unlike Wolbot, which looked artificial.
The path system lets them see buttons and levers and anything more complex.
Check out the console when you load up beach, and you'll see some various stats about the path file loaded.
Two way and one way paths already exist. They also have "ladder paths", but I haven't added a whole lot for it yet. They have "danger - high drop" paths, and they already sense when they're stuck, and already find the closest waypoint to get themselves "unstuck".
We think a lot alike.
All of the console cmds already exist, plus a lot more. Since I don't have a GUI or menus yet, everything is console based, but you can edit every single aspect of the nav system currently. Its cumbersome and slow - it took nearly 4 days to path for BEACH, but its powerful.
Nodes can be set for just one team already, and there is a way to give the same effect as "BLOCKED_PATH", by not connecting certain nodes until a certain action is done.
The only thing that doesn't exist yet is tram/elevator support, and that will probably be lower down on my list, since supporting the vanilla RtCW maps will be the first priority for now. GoTY and custom maps will come after that.
The actual waypoint menu and GUI need to be written as well. I haven't done ANYTHING for that yet, and probably won't have time until after the patch I'm working on ATM.
More intelligent use of actions is needed - its possible to see two bots fight over an area to camp sometimes. I totally agree with that a lot of other things need to be addressed with their path system too, and an external script system for the map goal logic is needed.
Good suggestions, keep them coming!