Pod Bot For Cs 1.3
* Parts of this Text were directly taken and tweaked from Botman's explanations * Por Como Baixar Drivers emDrivers Notebook Samsung. Download Drivers Notebook NP-RV411-AD3BR. Notebook NP-RV411-AD3BR Drivers RV411-AD3 for Windows 7 32/64bits Chipset OS: Windows 7(32bit,64bit) Version: 9.1.1.1025 File size: 2.67 MB File name: Chipset9.1.1.1025.zip Download. Sound / Audio. Acer Aspire E1-422 Drivers for Windows 8 (64bit) Samsung NP-RV415-AD1 Drivers for Windows 7, Window. Driver Acer Aspire 4743G Notebook for Windows XP-V. Dell Inspiron N4110 Win7 Xp Vista 32/64bit Drivers. Driver HP Pavilion G4 For Windows7; Lenovo B450 Drivers for Windows XP; Lenovo ThinkPad Edge E335 Drivers for Windows 8 (6. Solutions & Tips, Download Manual, Contact Us. Samsung Support HKEN. Download dos drivers para Notebook Samsung NP-RV415-AD3BR para XP e Windows 7 RV415-AD3BR para Windows 7 32/64BITS Sound / Audio OS: Wind. * V1.2 Waypoint Makers please read: If you previously did some waypoints for POD-Bot you will notice some First, before starting to do waypoints because you desperately need them for a custom map you want to play you better check here if they weren't already done by someone else:
Waypoints are locations in the maps that the bots will use when navigating. In order to get the bots to cover the entire map when playing the game, This document describes the commands needed to create or edit a waypoint
The waypoints are displayed using vertical lines that look like lightning or Waypoints are stored in a file with the same name as the map file name but
The following Waypoint commands are available (note these ARE case sensitive): 'waypoint on' - Turns on displaying of waypoints. 'pathwaypoint' - Displays the status of the pathwaypoint setting. 'debuggoal x' - Forces Bots to use Waypoint Nr. x as a Destination Waypoint
You can make things easier by binding console commands to keys on the bind a 'waypoint add' The 'a' key will manually add a waypoint. The 'd' key will delete a waypoint. Using 'waypoint add' will place a waypoint at the location that the player is 'Normal Waypoint' sets a Waypoint which is used for normal walking from one
'Terrorist Important Waypoint' and 'Counter Important Waypoint' A Terrorist Important Waypoint A Counter-Terrorist Important Waypoint 'Ladder Waypoint'
'Rescue Waypoint'
'Goal Waypoint'
'Campstart Waypoint'
'Jump Waypoint'
*NOTE* 'waypoint addflag/deleteflag' gives you some additional options for waypoints. Using 'waypoint save' will save the waypoint data to the waypoint file. Before saving (if you didn't add the 'nocheck' argument, the Waypoints and Paths will be checked for major mistakes and if something is wrong you'll be told so and nothing will be saved. During the checking time CS freezes and depending on the speed of your computer it could easily last for a minute. Don't worry your computer hasn't crashed ! Using 'waypoint load' will clear out all waypoints in the current map and
When using autowaypointing, try to stay in the center of narrow hallways The 'pathwaypoint' command allows you to display what the bots would consider The bots will ONLY move from one waypoint to another if there is a path between The 'pathwaypoint add <waypointnr>' command allows you to A 1-Way Connection A 2-Way Connection The 'pathwaypoint delete x' command is just like When adding waypoints use the pathwaypoint feature to verify that waypoints To set crouch waypoints, simply crouch when adding the waypoint. You will Try placing waypoints at intersections in hallways (do use some
4. What are the Wayzones ? Bots will pick a point inside this radius for their destination origin (based Some Tips & Tricks when creating waypoints: Some common newbie mistakes:Picture 1 - Placing unnecessary waypointsThe waypoint in the middle of the window was probably set with the intention to help the Bot with navigating through it. However it results in the opposite. If the Bots have a clear Line of Sight to another waypoint they assume there won't be any obstacle in the way. It would be better to delete the waypoint in the window and just connect the waypoint in front of the window with the one behind it. Picture 2 - not fitting WayzonesLook at that biiig wayzone assigned to this waypoint. If a Bot tries to walk over this foot-bridge he will almost 100% fall down into death because he would think even the free space beside it is walkable. For precise movement a wayzone radius of 0 should be assigned instead. Picture 3 - No connections between Waypoints, bad ladder waypointsFirst, the connection from the normal waypoint isn't the best. It is better to have the angle of approach set in a more straight angle. But the really bad error is that there's probably no connection from the ladder waypoint to the normal waypoint above. Let's take a look down from the upper waypoint: Yes. It's even worse. There's a one-way connection from the upper waypoint to the ladder waypoint (at an angle where the Bot won't use the ladder resulting in broken legs), there's no connection from the ladder waypoint to the top and worst of all would be the only Path Bots could take to reach this position. Playing with such waypoints would result in Bots circling around a single waypoint just because the waypointer forgot about connecting them. Simply manually connecting the ladder waypoint with the top waypoint would get rid of the problem. Picture 4 - Wrong Placement of Important WaypointsNow look at this. Isn't it funny how peacefully the Terrorist Important Waypoint, the CT Important Waypoint and the Normal Waypoint co-exist at the same place ? NO, it's not! Picture 5 - Bad approach angles for Ladder WaypointsThe normal waypoint in the front is connected with the ladder waypoint in the background at an angle that the Bots will almost everytime run either into the back of the ladder or collide with the side of it. To make it even worse the normal waypoint on the right is also connected with the ladder waypoint (you can't see it on the picture) so the Bots will get stuck everytime they want to use the ladder (they don't know how to manoever around backsides of ladders). Luckily there is a button at the left of the picture so if the Bot heads off to press it, there's a chance he will approach the ladder from a better side. The problem could easily be solved by deleting the connection from the waypoint on the right side to the ladder and by moving the front waypoint a short distance to the left. Picture 6 - Waypoints too close togetherBesides that two waypoints at this close distance are absolutely unnecessary, it will slow down the Bot (because of the higher amount of waypoints) and furthermore will do no good to the Bots Navigation and Collision Avoidance. I'll try to explain: The Bots have a hardcoded radius inside my DLL where the Bot thinks he reached this precious waypoints. It differs between types of waypoints, to stay at the example picture normal waypoints are considered to be reached when the Bot is inside a radius of 50 Units from the center of the waypoint. To see what I mean with 50 Units you could set a waypoint to a 50 Unit Wayzone by typing 'wayzone setradius 50'. Now in the example picture the distance between the 2 waypoints is way below it, at a rough guess I would say 16 Units. So what ? If the Bot reaches Waypoint Nr. 1, he automatically thinks (in the same frame) he has reached Waypoint Nr. 2 without any movement which obviously is bad for precise movement. Furthermore I'm post-processing the paths of the Bots so when 2 Bots have the same waypoint as a goal I try to find alternative waypoints. So if a colliding Bot #1 wants to reach Waypoint Nr. 1, Waypoint Nr. 2 will be a assigned to Bot #2 which leads to the Bots getting stuck in each other very often. Avoid something like this at all costs! Picture 7 - No Waypoints at all !I can imagine looking at this scenario that the waypointer thought something like this: 'Oh well, these Bots are waypointed and I don't want them to move here so I just don't set waypoints here and everything's fine'. This is wrong! It's true that POD-Bot uses waypoints for basic movement so the Bots normally should never reach this position in their normal navigation. But it's totally different when engaged in combat ! If a Bot is attacking/fleeing an enemy he doesn't use waypoints but uses an unwaypointed navigation like Realbot for example. So it could easily be the case that a Bot is engaged at a position where waypoints are available, moves backwards while fighting the enemy, finally kills his enemy and stands at the position where I took the screenshot. Now the Bot wants to switch back to waypointed movement but can't find a waypoint in the near distance and is stuck forever again. So a basic rule would be to place waypoints even in areas where you doubt a Bot will ever move to, you never know what could happen in combat! Phew ! I hope I didn't miss anything. Remember: the better the waypoint file, If you've got questions not answered here, please use the waypoint forum at nuclearbox: Happy Waypointing ! |
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