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An couple ideas for the action/script system
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Denny
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Default An couple ideas for the action/script system - 13-07-2005

Hey Mal, i just had a couple ideas batting around for the scripting and action system that maybe you could use.

The first is class switching for Engineers upon completion of all dyno objectives. Of course it would be script activated sort of like how you got random weapon switching for the soldiers. I think this would be something that may be added because usually after all the dyno objectives are complete there's no real need for Engineers and they could becom LT's or Medic's or even select random classes.

The second is an idea i had batting around for Tram and Mover support such as Elevators. I've tossed around a few ideas before but now that i see how Fritzbot works with the script system and the pathing system i got a better idea about how this could be done.

Okay, first there'd have to be a wait action (possibly even a node flag) where once the bots reach this location they'll wait there for the time given in the script, say something like...

Action 5
{
botWaitState 30
}

Which tells the bot to ait at action 5 for 30 seconds. After that time it moves to another wait Action places on the tram itself (Waypointers would have to determine time lengths and such). This could also be script defined like so....

Action 5
{
botWaitState 30
movetoAction 6
}

The movetoAction would be like the "if_fda_owner_axis" type variables which would tell the bot that after 30 seconds, move to action 6, the bot would then move to Action 6 and wait there (which would be on the tram itself, and then the process repeats). Seeing as the bots already have enviromental support you wouldn't really have to add button support, but you may have to. This type of action could be used in other ways too, like setting bots to camp at certain locations for a given period of time or what not.

Maybe for Movers that require button activation you could tell the bots to move to a node first before proceeding. I can[t think of way how that would work, maybe having like a "MovetoNodeFirst" variable or something. For a bot to move back onto regualr pathing after using a wait action just set the Wait State command without a move to action variable. After the bot waits the time given if it doesn't sense that action nearby (or if one isn't defined in the script that he should move to) it'll cancel the wait state and the bot will continue onto the nearest node.

I don't know if that would work or not but i'd be easy as heck to put in waypoints and could work with most kinds of movers. Just some ideas, i don't know if they'll be any helpful or whatnot.

Denny


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