From 8f7f6a8369d07d325dfc48476b35779fcc4ce025 Mon Sep 17 00:00:00 2001 From: terencehill Date: Sat, 11 Jul 2020 16:10:48 +0000 Subject: [PATCH] Update Creating bot waypoints - minor corrections --- Creating-bot-waypoints.md | 14 +++++++------- 1 file changed, 7 insertions(+), 7 deletions(-) diff --git a/Creating-bot-waypoints.md b/Creating-bot-waypoints.md index eab4562..a148ff8 100644 --- a/Creating-bot-waypoints.md +++ b/Creating-bot-waypoints.md @@ -8,7 +8,7 @@ Note that many of the new features described here can be found **only in recent First of all you need to know what game modes are supported by the map you are going to waypoint and start the appropriated mode. To know this information you can right click on a map in the map list (menu / Singleplayer / Create window). For a map to appear in that list you need to put its .pk3 file in your ${xon_settings}/data/ directory. -* If a map supports **CTF**, you should start a CTF game so that game automatically adds a waypoint for each flag. CTF waypoints are compatible with other modes (except Race and Assault) but keep in mind that waypoints of flags and all links from/to them will not be loaded in other modes. It's highly recommended to enable symmetrical editing on symmetrical maps as described in the `Symmetrical editing` section. +* If a map supports **CTF**, you should start a CTF game since the editor automatically adds a waypoint for each flag. CTF waypoints are compatible with other modes (except Race and Assault) but keep in mind that waypoints of flags and all links from/to them will not be loaded in other modes. It's highly recommended to enable symmetrical editing on symmetrical maps as described in the [Symmetrical editing](https://gitlab.com/xonotic/xonotic/-/wikis/Creating-bot-waypoints#symmetrical-editing) section below. * If a map supports **Assault**, you should start an Assault game and destroy all the objective but the last one before editing waypoints because otherwise there are doors / obstacles that block paths to other parts of the map. If you forget to do so, don't worry, you can make up by relinking all the waypoints with `wpeditor relinkall` after having destroyed all the objectives. @@ -30,7 +30,7 @@ wpeditor unreachable determines waypoints, items and spawnpoints that ca wpeditor spawn crosshair spawns a waypoint at crosshair's position (in general useful to create special and hardwired links with ease from existing waypoints, in particular it's the only way to create custom jumppad waypoints (spawn another waypoint to create destination)) wpeditor spawn jump spawns a jump waypoint (spawn another waypoint to create destination) wpeditor spawn crouch spawns a crouch waypoint -wpeditor spawn support spawns a support waypoint (spawn another waypoint to create destination from which all incoming links are removed), useful to replace links to preblematic jumppad/teleport waypoints +wpeditor spawn support spawns a support waypoint (spawn another waypoint to create destination from which all incoming links are removed), useful to replace links to problematic jumppad/teleport waypoints wpeditor hardwire marks the nearest waypoint as origin of a new hardwired link (spawn another waypoint over an existing one to create destination) wpeditor hardwire crosshair marks the waypoint at crosshair instead of the nearest waypoint ``` @@ -56,7 +56,7 @@ To your convenience I set up a config file with all the commands described in th Enable the waypoint editor with `g_waypointeditor 1` or `th_waypointeditor_enable`, start a map and become a player to be able to edit waypoints. If there are no user-made waypoints you can see only the autogenerated ones (yellow and red). -Start by adding normal waypoints with the command `wpeditor spawn`, the editor will automatically generate links between them. Outgoing links are displayed as lightnings popping out from the nearest waypoint, if you want to see the incoming links you have to hold the `CROUCH` key down (default key: SHIFT). +Start by adding normal waypoints with the command `wpeditor spawn`, the editor will then automatically generate links between them. Outgoing links are displayed as lightnings popping out from the nearest waypoint, if you want to see the incoming links you have to hold the `CROUCH` key down (default key: SHIFT). A link from waypoint A to waypoint B means that a bot can theoretically safely walk from A to B (it can even jump obstacles but not gaps), even though in practice it depends on waypoint position and bot skill: bot may face some difficulties, for example if too close to a ledge or turning while approaching to A. In general to avoid bad surprises you shouldn't put waypoints too close to wall edges, gaps or dangerous places. @@ -77,9 +77,9 @@ In Race or Race CTS mode, you will get these files instead: #### Symmetrical editing: -The waypoint editor has a very useful editing mode that halves time required to waypoint symmetrical maps (mostly the CTF ones): every time you spawn / remove a waypoint, the same operation is repeated on its symmetrical position. There are even options to set up custom symmetry on maps with not perfect flag symmetry or that don't support CTF. +The waypoint editor has a very useful editing mode that halves time required to waypoint symmetrical maps (mostly the CTF ones): every time you spawn / remove a waypoint, the same operation is repeated on its symmetrical position. There are even options to set up custom symmetry on maps without a perfect flag symmetry or without CTF support at all. -First of all you need to understand the map symmetry: +First of all you need to figure out the map symmetry: 1. **Point reflection**: the most common among Xonotic maps (Dance, Implosion, Geoplanetary), half part of the map is (horizontally) rotated by 180 degrees around a point (origin) that is the center of the map. 1. **Reflectional symmetry**: less common (Runningman CTF), half part of the map is a mirror-image of the other one, the axis of symmetry is in the mirror-line. @@ -141,5 +141,5 @@ skill 4 // waypoints should work well at least with bots with med bot_number 1 ``` -Check how well bot navigates the map with your waypoints: add a single bot with medium skills and spectate it (preferably in free third person view by pressing twice `BACKSPACE` once you are spectator); if you notice it takes weird paths (zigzags), gets stuck, bumps into wall, falls down or can't jump an obstacle on some links try to fix them by creating a slightly different route that is more reliable. -It is also a good idea to test how high skilled bots behave as they can bunnyhop (skill 7 and higher). +Check how well bot navigates the map with your waypoints: add a single bot with medium skills and spectate it (preferably in free third person view by pressing twice `BACKSPACE` once you are spectator); if you notice it takes weird paths (zigzags), gets stuck, bumps into walls, falls down or can't jump an obstacle on some links try to fix them by creating a slightly different route that is more reliable. +It is also a good idea to test how high skilled bots behave as they can bunnyhop (skill 7 and higher). \ No newline at end of file -- 2.39.2