Fritzbot ET Waypoint Pre-release Checklist

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ET WAYPOINT PRE-RELEASE CHECKLIST

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Contents

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CRITICAL

  • Waypoints tested using Enemy Territory, Version 2.60 or 2.60B
  • Waypoints tested using Fritzbot, Version 0.70b (final)
  • Logs or /condump show no unexplained WARNING or ERROR messages.
  • No suspect ET crashes.
  • Entity numbers for actions double-checked (Note: engineer actions with wrong entity numbers will cause crashes).
  • No more than 10 mine-plant actions per team are active at once (otherwise the game will crash).
  • Tested for all classes on both teams (even if one class not recommended or present in bot file, random can add it).
  • Aiscript has at a minimum: the initial five lines setting botsight, priorities, and vehicle, plus an #EOF at the end of the file.
  • Re-tested after packaging as pk3, with all extracted files removed from directories.
  • Tested both with and without /sv_pure 0.
  • Tested using both /devmap and /map.
  • Verified that waypoint parameters are within maximum limits: 1024 nodes, 4 connects per node including those made in the aiscript, 256 actions, 64 routes, 32 bots (including any randomly-set ones). Aiscript limits are 256 keywords and 16 action tests.(to be verified)

IMPORTANT

Nodes

  • Ladder nodes properly centered to ladder.
  • Team-door paths blocked by /node_team setting.
  • No node connections through impassable objects.
  • No node connections requiring the bots to fly or to use grappling hooks (place make/break connections involving constructs or game events inside the aiscript).
  • Minimal use of one-way connections.
  • All ladders work without jams (bots go up and down naturally).
  • All doors work without significant traffic jams slowing passage.
  • Bots rarely jump off high places that kill or greatly damage.
  • No unnecessary leaps (i.e. no /node_flag 6 where /node_flag 5 or /node_flag 0 would do).
  • Long parallel paths should have some interconnection points such that bots can switch paths without having to backtrack.
  • Short ladders don't need nodes with ladder top flags.

Actions

  • Priority actions (constructs, spawn flags, and command posts corresponding to the aiscript's priority settings) turned off in the aiscript whenever the bots can't reach them (engineer bots could zombie).
  • Special camps for panzer, mobile MG42 and snipers used in pairs or more (so they'll use these special camps before normal camps)
  • Camps with waist-high obstructions performed standing up (ent = 1) instead of kneeling (not required for MG42 crew-served camps).
  • Bot engineers don't re-dynamite already-blown objectives (incorrect entity numbers).
  • Bot engineers don't waste time on no-longer-important rebuilt objectives (kill_Action).
  • Action closenode properties do not use nodes flagged for jumps or leaps.
  • MG42 type_1 actions have roams or camps nearby (so bots will use them if they see enemies in range)
  • Crew-served MG42 actions do not need aim links.
  • Satchel actions not needed on neutral command posts.
  • Aim actions and altroams may as well all be goalnum = 0, active = 1.

Routes

  • Each route verified as working by testing each pathaction separately.
  • Each route's actions verified valid for that route's /route_team setting.
  • Radii of routes in spawn areas verified to be large enough to cover all spawn pads.

Radii

  • No unintended overlap of action radii.
  • Action radii for camps not too big (several bots may camp there together).
  • No radii spokes poking through impassable objects like walls (either the bots will get stuck or will jump away when they touch the object).
  • Door and ladder node radii no wider than same (bots will hang up on the edges).

Other

  • Nodes, actions, and routes verified with Hobbit's Waypoint Tool for things like invalid aim-action links.
  • Bored bots going zombie (stuck standing around inactive) rare and insignificant.
  • Bots do not exhibit recursive tight circling (running around in circles or back-and-forth).
  • If included, bot file alternates between teams when adding bots. Bot file should end with an #EOF.
  • Tested with normal bot file with equal teams (no human players).
  • If no bot file included, try /addbot ... until teams are equal and all classes included.
  • Tested with normal bot file plus additional bots ( 1 more bot per team and 2 more bots per team).
  • Play balance is no worse than 2:1 or 1:2 (win:lose).
  • If map can go overtime, overtime should be under 15 minutes.
  • Little-used areas of map, connections and roams reviewed.

OPTIONAL

  • Tested within a campaign with non-zero initial XP.
  • Tested with Whaleclient.
  • Tested with other client-side mods.


PACKAGING

  • Prior copyright notices included.
  • Revision/changes note included/updated.
  • Required nav and aiscript in correct directories.
  • Optional bot, cfg, script, campaign files, etc., in correct directories.
  • Packed filename (.pk3) is unique and not identical to any other pk3 under \etmain or \fritzbot.