Are you tired of bots not going where you want? Wondered why bots never fly where you tell them? This minitutorials will help you!
Using some of my experiencie on waypointing, plus MM waypointing skills I wrote this tips.
This first one is based on ctf_Kampf.
[IMAGE]
[A.] Always put more than one "waypoint" where the bot is expected to arrive. Try circling the whole area the bot is most likely to reach when flying towards the desired target. By following this concept, you can be sure the bot will always have one waypoint to "touch".
[B.] There's no need to connect flying waypoints that are just for spawned bots. That is, bots will go flying until their jetpack is over and then fall and follow the first waypoint they find.
[C.] Always put more than one "waypoint" after jumps. Bots are very unpreditable, so rules on [A] apply to jumps.
[D.] Guides, guides, guides. Always assume the bot will not get to the other "waypoint" in a straight line, so put guiding waypoints like shown in the pic.
This other I made, gets a bit into.
[IMAGE]
In this example, I'll show you new variants of the other stuff plus new tricks.
[A.] The best way to make a bot brake when you want him to get into a vertical tunnel and the speed is too fast? The waypoint .a is set to "Right", so the bot will try to reach it and eventually slow down and end hitting the waypoint beside it.
[C.] When a bot comes with a lot of inertia, and you need him to jump a small step, remember always to put the jumping waypoint a bit before the "Up" waypoint. To make sure the bot will always make it, read [B.].
[B.] After following steps on [C], remember to put a waypoint right above the waypoint with the "Up" command (.b). It is recomendable that you set "Wait one second", because if the bot has reached this stage, it means he has probably emptied his jet fuel.
[D.] Remember the "net" (thx Geo.), it's very important to make the bot catch any waypoint when flying.
[E.] Make bots move naturally. This means fast and effinciently as humans, so in every ocasion you have, try and put "Up" plus "Left/Right" (depending on the direction, of course) to make the bot gain speed. If you see the bot will get a lot of inertia when reaching a jump waypoint, always adjust the distance accordingly.
Other stuff: Bot waypoints are always affected by enmies that they may encounter. When a bot locks on an enemy, waypoints are ignored. So put wayppoints in every part of the map, because you never know where a bot may end after an encounter.
A way to get into a kind of debug mode, is setting the "Respawn Time" to 200, and killing yourself so you get to spectate the bots.
Now we are here, remember to use the /kill command. Thanks god it was added.
Some common mistakes:
[IMAGE]
[IMAGE]
[IMAGE]
- http://waypoints.enesce.com
Happy Waypoiting.
Using some of my experiencie on waypointing, plus MM waypointing skills I wrote this tips.
This first one is based on ctf_Kampf.
[IMAGE]
[A.] Always put more than one "waypoint" where the bot is expected to arrive. Try circling the whole area the bot is most likely to reach when flying towards the desired target. By following this concept, you can be sure the bot will always have one waypoint to "touch".
[B.] There's no need to connect flying waypoints that are just for spawned bots. That is, bots will go flying until their jetpack is over and then fall and follow the first waypoint they find.
[C.] Always put more than one "waypoint" after jumps. Bots are very unpreditable, so rules on [A] apply to jumps.
[D.] Guides, guides, guides. Always assume the bot will not get to the other "waypoint" in a straight line, so put guiding waypoints like shown in the pic.
This other I made, gets a bit into.
[IMAGE]
In this example, I'll show you new variants of the other stuff plus new tricks.
[A.] The best way to make a bot brake when you want him to get into a vertical tunnel and the speed is too fast? The waypoint .a is set to "Right", so the bot will try to reach it and eventually slow down and end hitting the waypoint beside it.
[C.] When a bot comes with a lot of inertia, and you need him to jump a small step, remember always to put the jumping waypoint a bit before the "Up" waypoint. To make sure the bot will always make it, read [B.].
[B.] After following steps on [C], remember to put a waypoint right above the waypoint with the "Up" command (.b). It is recomendable that you set "Wait one second", because if the bot has reached this stage, it means he has probably emptied his jet fuel.
[D.] Remember the "net" (thx Geo.), it's very important to make the bot catch any waypoint when flying.
[E.] Make bots move naturally. This means fast and effinciently as humans, so in every ocasion you have, try and put "Up" plus "Left/Right" (depending on the direction, of course) to make the bot gain speed. If you see the bot will get a lot of inertia when reaching a jump waypoint, always adjust the distance accordingly.
Other stuff: Bot waypoints are always affected by enmies that they may encounter. When a bot locks on an enemy, waypoints are ignored. So put wayppoints in every part of the map, because you never know where a bot may end after an encounter.
A way to get into a kind of debug mode, is setting the "Respawn Time" to 200, and killing yourself so you get to spectate the bots.
Now we are here, remember to use the /kill command. Thanks god it was added.
Some common mistakes:
[IMAGE]
[IMAGE]
[IMAGE]
- http://waypoints.enesce.com
Happy Waypoiting.