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-   -   waypoints (http://forums.bots-united.com/showthread.php?t=1001)

DreamLord34 06-03-2004 05:28

waypoints
 
I need to get more of them so can anyone supply me with some or a link to some?

Hardwood 06-03-2004 14:41

Re: waypoints
 
1800 or so here.

http://www.cs-maps.jolt.co.uk/index.php?page=wplist.php

DreamLord34 06-03-2004 17:02

Re: waypoints
 
Ok cool but it says podbot. Do they work with ivpbot?

DreamLord34 06-03-2004 17:10

Re: waypoints
 
Hardwood, did you even try any of those links? None work. Plus they're dated 2002 so I doubt they would work with the latest podbot anyways.
Thx for trying tho. :D

I found a working one, http://waypoints.ath.cx/index.html
Does ivpbot read the podbot waypoints? If so I'll copy those over.

CoCoNUT 06-03-2004 21:26

Re: waypoints
 
Check out the waypointing-forum, lots of links there. Podbot-waypoints should also work for IvPBot ;-).

DreamLord34 06-03-2004 21:35

Re: waypoints
 
The waypoints on the site I posted are for podbot but work with ivpbot as well.

Hardwood 07-03-2004 16:36

Re: waypoints
 
Yes all podbot waypoints work for IvpBot. don't get ones for maps that have changed like aztec and piranesi unless they suggest they're for 1.6 I'm using my large collection from podbot and earlier versions of CS. I get all my waypoints from there. If no luck, use the US mirror as it's a busy site and may even stop NA users.
http://www.cs-maps.us/index.php?page=display.php

DreamLord34 07-03-2004 16:45

Re: waypoints
 
Ok it's working today. All I need now is the missing mdl files.
Anyone have the sitting2.mdl?

BeliLe 09-03-2004 20:42

Re: waypoints
 
What maps do you need the mdl files? If you know what they are go to http://www.csbanana.com/csb.csb/maps/ and download the map you require it comes with all files needed fo that map.

Its the best site I have found for map files :D

DreamLord34 09-03-2004 20:48

Re: waypoints
 
I ended up renameing mdl files I had that were close to what I needed but next time I will try that site. Thx.

vietnam 18-03-2004 04:28

Re: waypoints
 
for some reason my ivp bot don't recognize the waypoint of a podbot i download from http://server.counter-strike.net/map....php?order=pop. i try to put waypoint load in console but didn't work.
someone help

>BKA< T Wrecks 18-03-2004 10:15

Re: waypoints
 
Chances are that the waypoint file is simply corrupt, broken or outdated (or all of it). That happens sometimes. Normally, waypoints offered on any CS site aren't checked. Try entering the map name plus "waypoint" plus "download" in google, and look for an alternative download. For most maps, there are many waypoint files available.
Or just tell me for which map you need a waypoint. I'm a PODBot waypointer and in addition to the waypoints I made myself (check the waypointing forum and d/l the WP made for de_karachi01 as a quality sample if you like) I have a fairly good (and extensive) collection of checked and working waypoint files made by other authors.
Or does this error occur with EVERY waypoint file? If this were the case, your problem would be more difficult to solve...

MarD 19-03-2004 00:51

Re: waypoints
 
Heyyo,

I'm the official waypointer of E[POD]bot, and I release high-quality waypoints. I don't use any autowaypointing, I place all my waypoints, manually... 1...by... 1 to make sure I get the job done good the 1st time. :)

I'm not sure if my waypoints are compatible with IvPBot, cause I had to redo some waypoints that caused problems for EPB that are originally from PODbot...

But you can still try them. I've done at least 80 maps. All the official ones, and some mappacks such as the bikkini zone ones, and the 52 hrs mapping contest, and the high-rez mappack... and a few others...

>BKA< T Wrecks 19-03-2004 01:24

Re: waypoints
 
*LOL* What more could a CS player in need of waypoints dream of? All the waypointers come rushing in and offer their services... =) Now all that's left is the name of the map...

@ MarD: So far I've never looked at one of your WPs. I think I'm gonna d/l E[POD]Bot to see a bit of your -doubtlessly good- work. It's always interesting to see how other waypointers solve problems...

MarD 19-03-2004 02:09

Re: waypoints
 
Heyyo,

Lol, well, I think a sweet built in autowaypointer like PODbot v3 was gonna have, sigh, oh well...

violentxuprising 19-03-2004 09:50

Re: waypoints
 
if anyone of the pro waypointers are still offering their help, i like to ask for the fy_neighbours map by pit, http://www.pitrd.com/pit/website/maps/neighbours.html is the link. thanks so much for any help i can get. looks like a real fun map.

-george

>BKA< T Wrecks 19-03-2004 12:21

Re: waypoints
 
Just d/l'ed the map. Looks nice indeed. I'll check it for bot compatibility first and see if it would make sense to waypoint it. If so, consider work on this map in progress... ;)

@ MarD: Hehe, yeah- a really good autowaypointer would be nice. But I just can't imagine how you'd get one to work that produces as good results as hand-made waypoints. Btw, checked some of your WPs - nice! It was interesting to see how you solved the ladder problem in cs_backalley. In cs_hive_apc, there are similar ladders, but I chose a totally different way there. It works, too, but who knows when there might be an occasion where one of the two methods is betteror easier than the other?
All in all I gotta say that if all pwf's on the net were on the level TAZ, SoUlFaTheR, you and other great waypointers produce, things would be perfect. But alas, there are still so many 12 kB waypoints out there...

>BKA< T Wrecks 19-03-2004 16:53

Re: waypoints
 
1 Attachment(s)
>:( Damn... I've waypointed the map, added a map description taken from the mapper's homepage and made a nice HLTV overview for this map, wrapped it all up in a zip, completely with correct folder structure, but BU won't let me upload any larger files. I tried with just the Overview zip, but not even that worked.

Ok, so here's at least the waypoint.

Please keep in mind that this WP has been edited with Austin's WP editor for PMB's PodBot 2.5 plugin. As you know, waypoints are generally compatible, but there may be some tricky connections where differences in the bots' behaviour do exist. I tested this one with PodBot 2.5, and it worked fine. I hope it'll work with IvPBot, too. Let me know what you think...

violentxuprising 19-03-2004 19:39

Re: waypoints
 
Thanks a million >BKA< T Wrecks for all your help!!!

-george

MarD 19-03-2004 21:40

Re: waypoints
 
Heyyo,

Yeah, I like to do my ladders like that, so if a bot's trying to go down, and another one's tryin' to climb up, the one goin' down should leap off if he makes it that far, lowering the chance of stuck bots on ladders. :)

>BKA< T Wrecks 20-03-2004 11:19

Re: waypoints
 
@violentxuprising: Glad you like it. So apparently it works well on IvPBot, too. That's good to hear.

@MarD: The next time I'll waypoint a map with such ladders I'm gonna try that method. :D Btw, you saved me the trouble of waypointing as_riverside. Recently, I d/l'ed that map, tried a WP I had on my HD and found out that it sucked. Then I tried yours - yes, that's more like it. =) I just wonder if there's a particular reason why you didn't waypoint that way through the shootable wooden barriers that block the tunnel right at the CT spawn point. Did you want the VIP not to waste his little ammo on those barriers? In that case it may be possible to have bots jump over them...

MarD 20-03-2004 23:26

Re: waypoints
 
Heyyo,

TY for the compilent man, I appreciate it. :)

As for that wooden barrier... I diddn't know about that. Lol, thanks for bringing that to my attention. If there's any other things I missed/should fix, just tell me, I'll fix em' up, and post a fixed version of my as_riverside waypoints on my site, and give some credit to ya. :)

orbit 21-03-2004 04:32

Re: waypoints
 
does anyone has a working way point for cs 1.6 aztec?
all waypoints i was able to find seem not to work correctly bots are staring at the walls at spawns.

thanks

MarD 21-03-2004 06:10

Re: waypoints
 
Heyyo,

CS 1.6 aztec eh? I'll check that with my bot later tnite', and if my waypoints don't work, I'll make some. :)

>BKA< T Wrecks 21-03-2004 11:44

Re: waypoints
 
Quote:

Originally Posted by MarD
As for that wooden barrier... I diddn't know about that. Lol, thanks for bringing that to my attention. If there's any other things I missed/should fix, just tell me, I'll fix em' up, and post a fixed version of my as_riverside waypoints on my site, and give some credit to ya. :)

Well, the only other thing I found is a tiny bug concerning a jump connection. There's a spot in the map where a bridge runs across the river and leads into a corridor inside the building. Directly over the corridor entrance there's a window. You made an awesome jump connection from the window into the water next to the bridge (I wouldn't have thought of that, gotta admit that) - and that WP editor automatically made an undesired one-way connection down to the WP on the bridge. If bots follow this connection, they'll lose at least 18 health points. The connection in question is from node #622 to #217.

MarD 21-03-2004 19:25

Re: waypoints
 
Heyyo,

Ok, I'll get right on that, thanks man. :)

I finished waypointin' DE_Aztec for cs 1.6 btw. Lol, if you load up the original de_aztec waypoints, you can see why they weren't working right... they moved the whole map over to the left, and down a little!!! :o

So of course the waypoints would still be programmed for pre-cs 1.6, so since the bots don't know how levels look, they tried to follow the waypoints... that sometimes whent through walls. :P

I rewaypointed de_aztec from scratch, cause the orig. waypoints weren't salvagable. *Sighs* Oh well, guess it happens eh?

As usual, de_aztec's a CT advantage map, and it shows with the bots. I tried to place my important waypoints to try to even it out, but no big change, they still got pwned. :P

I'll post em' waypoints on my website in a few mins.

MarD 23-03-2004 03:44

Re: waypoints
 
Heyyo,

Well, since I can't edit my last post, I'mma just double post, sry. :P

Anywho, fixed up as_riverside, props go to >BKA< T Wrecks for pointin' out a few quirks with my waypoints. :)

Lol, I seriously diddn't see that 1 from the window, guess since it went straight down, it went under my nose undetected. :P

I'm postin' the fixed waypoints on me website right after this...

>BKA< T Wrecks 23-03-2004 12:30

Re: waypoints
 
Great! I'll d/l and try it immediately - thanks!!! =)

REQLESS 30-03-2004 10:30

Re: waypoints
 
Hey, heres the problem on de_aztec in 1.6 for me and all of my friends. We play bots for practice when we cant scrim or pug. Frankly pubbing is boring because any newbie and a deagle can random you so we would rather work on our reaction time with bots than with people because people complain and blah blah blah blah and id rather go 1 v 12-16 with bots then 10 v 10 with people. anyways, on de_aztec 1 v 12 when im a terrorist the CTs just sit in spawn and wait for me. When i fill up the server SOMETIMES they rush out to DD and bridge but rarely all of them do forcing me to hunt them down when i really just want some aim practice. This is a very common problem i just realized no one has posted on it. Everyone i know who uses IvP bots for CS 1.6 says man i wish they had aztec because its the best 1v 10+ bot map except awp_map which gets boring FAST.

Please help!!!

MarD 31-03-2004 01:11

Re: waypoints
 
Heyyo,

Download my waypoints man, cause the ones that you probably have are for pre-cs 1.6 versions of DE_Aztec.

You just put the new de_aztec.pwf into your wptdefault folder tha's inside your ivpbot folder tha's in your counter - strike directory.

Most likely:
Steamapps\(Your e-mail address)\counter - strike\cstrike\ivpbot\wptdefault\

If you type: "pathwaypoint on" in the console, you'll see what I mean. Waypoints through the walls, and up in the air. Because most of the time when you recompile maps, it doesn't always ends up in the exact same coordinates as the last compile, and so this update threw them off, in other words, unlucky. :(


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