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Go Back   .:: Bots United ::. > Cyborg Factory > FritzBot > Waypoint Forum
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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et waypointing...
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eiM
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Default et waypointing... - 28-03-2006

hi

i'm ney at Fritzbot and so i read the text @ http://fritzbot.bots-united.com/tutorial/ that this tutorial can not been used for Wolfenstein Enemy Territory... So my question how to make waypoints for Fritzbot ET. I just want to try around a bit and if it makes fun why not doing some waypoints

eiM
  
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CrapShoot
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Default Re: et waypointing... - 28-03-2006

Welcome to the forum eiM.

The rtcw waypointing tutorial is definately a good start to understand some of the basics for waypointing ET maps. There have been some changes to alot of the node / action / route flags though.

Documentation for ET waypointing is in the works. In the meantime, the waypoint tool that Hobbit developed should provide some help for those that want to get started now. It's located in ~Fritzbot/WaypoinTool. You can also open up the existing waypoints and see how things are done.

It's best to start simple, maybe create a single path to an objective on a map, add the actions, and then add a bot to see how it reacts. Then gradually add more objectives and paths.

A couple things to keep in mind:

Mover support is coming. So maps with tanks / trucks that need to be escorted aren't supported just yet.

Rommel_final, Nachteinbruch, Dubrovnik_Final, Rocket, and et_breakout are being worked on right now.

Hopefully we will have some good documentation for ET and a seperate Wiki soon.
  
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lordbeaver
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Default Re: et waypointing... - 29-03-2006

Quote:
Originally Posted by CrapShoot
Welcome to the forum eiM.

Rommel_final, Nachteinbruch, Dubrovnik_Final, Rocket, and et_breakout are being worked on right now.

Hopefully we will have some good documentation for ET and a seperate Wiki soon.
sweeeet! looking forward to your next release.
  
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lordbeaver
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Default Re: et waypointing... - 15-05-2006

oh btw, got a question about waypointing.. I just got started to waypoint some map and added only a couple actions and bunch of nodes in some area of the map. As i'm totally new to waypointing, I'd like to add a few bots to see if there following the links. i think it would help to see how the bots behave at the same time when your waypointing.

now how do you addbots to a partially waypointed map? or is it possible at all? when I type addbot in the console, it says unknown cmd.

all i have is the nav file. Im not up to the scripting part yet. please help me. thanks a lot!
  
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Maleficus
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Default Re: et waypointing... - 15-05-2006

For safety, it won't let you add a bot to a map that hasn't had at least some kind of path file written for it, but it won't say "cmd unknown", it will tell you exactly why its refusing to add a bot.

Is your qagame .dll the original Fritz one, or is another in there? Usually other mods/ETMain will complain that addbot is an unknown cmd.

OR

were you trying to do it while running a dedicated server, instead of running a listen server (i.e. playing it like a single player game), because then it would say unknown because your addbot cmd is being sent to the client, which doesn't understand it.

ALWAYS run fritz as a listen server when you waypoint (i.e. start it up thru the menus normally, keep dedicated set to 0/off).


Dum Spiro Spero


  
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lordbeaver
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Default Re: et waypointing... - 15-05-2006

yea I found the qagame.dll was not in my etmain/fritzbot folder. so I delete the folder and reinstalled fritzbot and it allows me to addbot now. Thanks!
  
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lordbeaver
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Default Re: et waypointing... - 15-05-2006

one more question, say if there is a cave tunnel i want to the bots to go into. however, there is a gun/knife destroyable wooden barrier (like a door) blocking the way. do you just place two nodes at each side of the barrier and the bot will automatically destroy it and pass through? or do u need to place some kind of action at it? I was thinking about Action_Nade dunno if it can be used. thanks.
  
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Maleficus
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Default Re: et waypointing... - 15-05-2006

They should be able to shoot their way thru the barrier - you'll have to test for sure (just put a node at either side, and they'll attack it while passing thru).

If not, let me know what the map is and where its at, and I'll check into it.


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lordbeaver
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Arrow Re: et waypointing... - 16-05-2006

well, i got stuck now in waypointing just like the bots when I add a bot to the allies, it always says "I got stuck here I got no goals.." etc. even if I did add a route with one alt roam aciton linked to a few actions. dunno what was going wrong. could you please look into this and let me know what i did wrong? you can grab the map here: http://returntocastlewolfenstein.fil...of_Lions;23761
you may need to set your com_hunkmegs to 128 if you have allocation error (just type /set com_hunkmegs 128 in et console).

my nav file is attached (so far I only waypointed the allied backyard area, so you may want to add a bot to the allies to test).

thanks a lot!
Attached Files
File Type: zip denoflions_etdual.zip (3.7 KB, 289 views)
  
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CrapShoot
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Default Re: et waypointing... - 16-05-2006

it was a pathing issue. there wasn't a continuous path all the way to either action for an engineer. try the ones I have attached and /addbot bob

you will have to break the wooden barriers for it. the next patch will have a solution for those. following the bot as it goes along the path helps in spotting areas that pathing needs to be modified. I did change some pathing to help get the bot to the cp. check the second ladder in allied spawn to see how to handle some of the tougher ladders. the bot should get to the top of the ladder, freefall for a bit then grab the ladder at the bottom so no falling damage is done.

Also, with the waypoint tool, it connects continuous nodes that have no current connections. so if you placed node 1 on one side of the map and node 2 on the other side, the waypoint tool will connect them. It's a good idea write down the ending node in particular sets and make sure you edit the connections in the tool before autoconnecting.
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File Type: zip denoflions_etdual.zip (4.0 KB, 305 views)
  
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