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Bot Waypoint Editor
Updated 02 Aug 2002
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Upper levels: - QuArK Information Base - 2. Map editing - 2.5. Plug-in descriptions |
2.5.5. Bot Waypoint Editor |
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Index |
About this bot edit addon |
Fredrick - 02 Aug 2002 | [ Top ] |
Although, this is a very new project, and there are probably alot of work needed to be done before we are satisfied with it. This version curently supports HPB-bot for Half-Life, but the final goal is to support multiple bots and games! Remember to activate the addon before you use it! |
Using the bot waypointer add-on |
Fredrick - 02 Aug 2002 | [ Top ] |
After you have activated the add-on, as shown above, you have a new function in the QuArK tool menu. First open the map or .BSP-file you want to edit, then push the new button that have arrived at the left side (default layout) then open the waypoint that have the same name as the map and that ends with *.wpt If you want to make a completly new waypoint, you have to import another waypoint file, and then delete all of them, except one last waypoint (this will change in later versions.) You can now use the copy/paste functions to add new waypoints. If you see the target1 flag at the top of a waypoint, this is where you can target the waypoint to another waypoint, making more ways for a bot to go. Use the usual + and - icons to add and delete spec/arg-pairs. Here you can se an overview of the waypoints in the map. ![]() Here you can see the node in the middle with 6 links, which means that a bot can go 6 different ways from that waypoint. If you select one waypoint, you can also see different flag settings, weither this is a camping-, sniper-waypoint etc. ![]() |
The last part |
Fredrick - 02 Aug 2002 | [ Top ] |
When you are happy with your work, you can save it by clicking on the bot waypointer that is in the class list. If you use alot of work, you can actually make waypoint navigation much better than the bot author himself, due to that you have the advantage of overview the structure. Tips: Dont lay down to many waypoints, this is explained in the bot readme. you can probably reduce almost half of the waypoints on a map, by looking at the map structure, like a long hallway with no sidewalk dont need 30 waypoints but maybe only 15, as long as a waypoint can "see each other, it is good enough", and the result is less cpu usage. I will thank Decker for his great work on this project. Without him, my idea would have been still in dreamland :-) - Fredrick Notice: This is still an experimental work-in-progress, there are lots of bugs, and alot more work has to be done. |
GNU General Public License by The QuArK (Quake Army Knife) Community - http://www.planetquake.com/quark |
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