Fritzbot ET Waypoint Pre-release Checklist
From Bots-United Wiki
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ET WAYPOINT PRE-RELEASE CHECKLIST
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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)
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IMPORTANT
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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.
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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.
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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.
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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).
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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.
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OPTIONAL
- Tested within a campaign with non-zero initial XP.
- Tested with Whaleclient.
- Tested with other client-side mods.
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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.