WORK IN PROGRESS - NOT finished!

 Edits to Mid-November 2023 - 5 sections so far. Next will be a sample map from start to finish.

 

This is not a "official" guide as I am not proficient enough yet to understand all waypointing tips.

However, I do know a fair amount to give you a starting position possibly better than the official guide.

As I learn more I will try and pick through the guides and note some issues with Day of Defeat:Source as the focus.

Index of sections

 1. Basic setup advice.  
 2. Tools to help.  
 3. Best known guides (Links)  
 4. The in-game Waypoint Menu  
 5. "rcbot waypoint load" - a command for map versions.  
 6. Waypoint files - file types.  
 7. More waypointing tips - a video (using my bind menu)  
   

Basic setup advice

When I was starting I read the manual and noticed it uses a similar system to the older bot programs.

In your download of RCBot2 go to... 

dod\addons\rcbot2\manual\ and click on "RCBot2 Waypointing Guide.htm" It will open in your default browser.

You can also view the same manual online from this address.

 

The method RCBot2 uses is placing down waypoints that look like "posts" colored Blue, then there are horizontal white lines that connect to the "posts". 

The bot goes to the waypoint, in some cases, the waypoint has instructions (in the code) and is displayed in different colors in most cases so we humans can read the code too.

A green waypoint may tell the bot this is a good place for a sniper class bot to stand (see the middle image below) if you (and the bot) walk up to a waypoint it has details of what that waypoint is for.

You can see those differences in the right image a large yellow box, it's a capture waypoint that was placed in a capture area and automatically changed from a standard "blue pole" to a small yellow box that you can adjust to define the capture area.

Further, (in the right image) you can read the text at the top of the waypoint, it has a waypoint number ID, the area, the radius and note the "tag" that says this is a "capture" waypoint.

 

image001 image007 image021
Left: Waypoints dod_anzio bridge Mid: Ladder waypoints (older RCBot2 style) Right: Capture waypoint with text

 

In the images above, the middle image is like the early version of the waypoint style, that older display looks a lot like the older GoldSource HL-1 waypoints for SturmBot or ShirkeBot.

 

The Left and Right images are the normal view for RCBot2, with very thin waypoints and paths and attached to the waypoints some text showing the properties of that waypoint.

That default view is handy and what you will use the most, the other view is handy in situations where map structure may hide the thin hard to see waypoints, in that case, we can issue a command to make them stand out more.

The command for the is "rcbot waypoint drawtype <type>" and has 3 views as covered here in the manual. The best views are type 1 and 2, those are selectable with more ease with a special keybind set I have below in the "Tools to help" section below.

 

Don't let the complexity overwhelm you, just keep reading.

 

The manual dives right into the commands and doesn't give you a good starting point!

That manual needs a preamble, it goes directly into many details on the more complex items you will use... later.

 

Most give up here, they go off to the RCBot2 waypoint forum and ask someone to make them, but often no one will.

Don't do that, it does have a leaning curve, and it is complex but in all leaning curves breaking it into smaller chunks and doing just one small map first is the first step.

 

Let's do a foundation of what this is at a very basic level.

Put the manual away for now and let's do the basics.

 

Boot camp day one. 

 

  • Your RCBot2 is installed on your PC, it has some waypoints and you need to make one for your favorite map.
  • Your favorite map has 5 flags, tunnels, ladders and many pathways.

 

Stop right there.

 

First up, how do you know if the RCBot2 download you have has the latest waypoints?

 

The method is to look through the RCBot2 forum and see if someone is working on one. The forum has topics and they are arranged in alphabetical order.

 

Next is my page on dodbits. Known RCBot2 waypoints and Map Downloads on that page I try and assemble all the official waypoints and add some that are not in the forum release posts. Also, there are gigabytes of map downloads to match the waypoints.

 

OK you googled it as well, you know there isn't a waypoint for your map.

Don't attempt your complex huge 5 flag map yet.

Do a small map first. A small Orange map with a simple layout.

 

YouTuber and Mapper JustBad has a video where he uses the commands in the manual to make waypoints for his map.

 

Just a note on his method, he uses a lot of the basic commands manually entering them into the developer console.

He turns on the command "rcbot waypoint autowaypoint 1" so the waypoints are automatically added and spaced where he walks.

 

He also has bots on the server when waypointing, which used to be frowned upon for this waypointing type.

I am not saying it is wrong but the bots do get in the way, I prefer to not have the bots running around and go to my config.ini and set zero bots.

 

There is an easier way in the next section using a special key bind set that eliminates most of that typing.

For now grab a Coffee and look at a couple of videos to get the feel of waypointing.

 

 
 Rcbot Waypointing for Day of Defeat Source by JustBad

 

In that simple video, you can see him use the advice in the manual, you can see what 'waypointing" a map looks like.

I don't use that method for a basic set. It's okay to do and works.

I turn bots off and I don't use the Auto waypointing command ("rcbot waypoint autowaypoint 1" for ON and "rcbot waypoint autowaypoint 0" for OFF) and prefer to place waypoints manually in the spawn first making sure the bots split up in groups if there are multiple exits.

But for his map, that's fine.

 

Notice the pathways to and from the waypoints are (in my opinion) messy, the waypoint in capture areas isn't on the flag.

It will work and the bots will be fine.

Note he does address items like the capture waypoints not lining up with flags, and it's certainly a method that is quick.

Around halfway in the video he starts to clean up problem areas. That's a good lesson, just lay down some paths and see what the bot's do, correct errors as you go.

It's up to you and the map you are doing.

The most important part of waypoint design is doing your quality control, lay down routes, go into Spectator, and let the bots show you what's wrong.

You will learn gradually as you solve each problem.

Search YouTube some more and you will find some more that are for TF2 and some are quite detailed.

 

[APG]RoboCop[CL] has a playlist on RCBot2, watch some of those here

 

 

The bots are learning the map too. They have learning files that are written outside the waypoint file.

There is a steam guide that is for TF2 written by the bot developer Cheeseh. He explains the files / file system involved in this section.

 

The next section is a download to help with the most used waypoints and avoid most of the typing in the console.

 

The most complex part of this is knowing all the commands.

In the next section will simply that down to a printable page and some keybinds.


 

 

Tools to help

When I started waypointing I quickly learned to remember some commands... but it was too much for me.

I made my own KeyBind set based on the Key Pad and Navigation key area. 18 Keys in all.

You can download that here.

This has binds to add to your autoexec.cfg file, a readme and the image below you can print out and place before you.

 

Here is a video guide on how the keyboard binds can assist you when waypointing.

 
 RCBot2 Waypointing - Tools that help

 

Before you know it the actions become automatic (you quickly remember the keys, not the commands) and your "waypointing speed" will pick up.

 

The benefits far outweigh the installation and short learning curve time.

This will save you time !

 

You start a map, press "KP_SLASH" (/) and "KP_MULTIPLY" (*) and the waypoints are on and pathways are visible.

From there, the options are obvious in the image below.

 

The numeric keypad area is mostly used in this set of binds.

As above you can...

  • Turn on and off waypoints and paths,
  • Create and delete waypoints and paths,
  • Bring up the Waypoint menu (see below section),
  • Save a waypoint file,
  • Delete paths to or from a waypoint,
  • Toggle a different waypoint view,
  • Toggle Auto Waypoints on or off (lay down waypoints as you walk)

 

The navigation key area (left of the KeyPad area and above the arrow keys - see the bottom of the picture below)

These keys and binds help with special tasks, not often used but handy.

These help get you to places in the map you can't normally get to and adjust 

 

They all have a chat message when pressed...

  • Home - Friendly fire on and off. Handy if a bot teammate needs to be removed if in the way. Just shoot them.
  • END -  "rcbot_notarget' command - Toggles on and off, if set to "1" bot's ignore you.
  • Page Up - "noclip" command - Toggles on and off noclip, for moving through structures, handy for waypoints inside structures.
  • Page Down - Gravity "200" - Toggles from the default 800 so you can jump up about a room height, handy to jump over spawn walls.

 

 thumb INsanes RCBot2 Keypad Binds
 Key Pad binds for waypointing RCBot2 (Click to enlarge)

 

 

You may already have an "autoexec.cfg" file in the dod\cfg folder, in that case just copy the binds and scripts to your file.

 

Here are the contents of the file if you want to copy/paste into your "autoexec.cfg" file...

 

Code:
//RCBot 2 Keypad binds and functions
//MAIN
bind "KP_RIGHTARROW" "rcbot waypoint menu"  // Brings up the RCBot2 menu
bind "KP_ENTER" "rcbot waypoint save"  // Saves the waypoints to file
bind "KP_PLUS" "rcbot waypoint add"  //Creates a waypoint
bind "KP_MINUS" "rcbot waypoint delete"  //Deletes a waypoint

//Edit paths
bind "KP_HOME" "rcbot pathwaypoint create1"  // Remembers the waypoint you are standing at to create a path from.
bind "KP_PGUP" "rcbot pathwaypoint create2"  //Creates a path between the  waypoint when you use the create1 command and the waypoint you are now standing
bind "KP_END" "rcbot pathwaypoint remove1"  // Remembers the waypoint you are standing at to delete a path from.
bind "KP_PGDN" "rcbot pathwaypoint remove2"  // Deletes a path between the  waypoint when you use the remove1 command and the waypoint you are now standing
bind "KP_DEL" "rcbot pathwaypoint deleteto"  // Deletes all paths going TO the waypoint you are standing at
bind "KP_INS" "rcbot pathwaypoint deletefrom"  //Deletes all paths going FROM the waypoint you are standing at


//***************** Waypoints ON / OFF Toggle rcbot_waypoint_toggle
//ON = "rcbot waypoint on"
//OFF = "rcbot waypoint off"

alias waypoints_toggle "waypoints_toggle_on" 
alias waypoints_toggle_on "rcbot waypoint on; alias waypoints_toggle waypoints_toggle_off"
alias waypoints_toggle_off "rcbot waypoint off; alias waypoints_toggle waypoints_toggle_on" 

bind "KP_SLASH" "waypoints_toggle"  // Waypoints ON/OFF
//*****************


//***************** Pathway points ON / OFF Toggle rcbot_pathwaypoint_toggle
//ON = "rcbot waypoint on"
//OFF = "rcbot waypoint off"

alias pathwaypoints_toggle "pathwaypoints_toggle_on" 
alias pathwaypoints_toggle_on "rcbot pathwaypoint on; alias pathwaypoints_toggle pathwaypoints_toggle_off"
alias pathwaypoints_toggle_off "rcbot pathwaypoint off; alias pathwaypoints_toggle pathwaypoints_toggle_on" 

bind "KP_MULTIPLY" "pathwaypoints_toggle"  // Pathwaypoint ON/OFF
//*****************


//*****************Waypoints "draw type" Command - "rcbot waypoint drawtype"
// 0 = normal  
// 1 = use debug engine (windows/client only) 
// 2 = use debug engine (windows/client only) + show waypoint information
 
alias rcbot_waypoint_drawtype "style0" 
alias style0 "rcbot waypoint drawtype 0; alias rcbot_waypoint_drawtype style1"
alias style1 "rcbot waypoint drawtype 1; alias rcbot_waypoint_drawtype style2" 
alias style2 "rcbot waypoint drawtype 2; alias rcbot_waypoint_drawtype style0" 

bind "KP_5" "rcbot_waypoint_drawtype"
//*****************


//*****************Auto Waypointing Command - "rcbot waypoint autowaypoint"
// 0 = Autowaypointing Mode OFF, Debug OFF (no auto waypoints as you walk)
// 1 = Autowaypointing Mode ON, Debug OFF (lays down waypoints as you walk) 
// 2 = Autowaypointing Mode ON, Debug ON (NOTE = not used in this Toggle just a simple on and off will do drop the Debug)
 
alias rcbot_autowaypoint "autowaypoint1" 
alias autowaypoint1 "rcbot waypoint autowaypoint 1; alias rcbot_autowaypoint autowaypoint0"
alias autowaypoint0 "rcbot waypoint autowaypoint 0; alias rcbot_autowaypoint autowaypoint1"

bind "KP_LEFTARROW" "rcbot_autowaypoint"
//*****************
 
//Server settings that help place wayoints 
 
***************** No clip on and off- "sv_cheats X; noclip; say noclip off/on"
// No clip is used to get to inaccessible places like inside a fountain to place a capture waypoint
// It requires sv_cheats to operate. The chat tells you the command status.

alias nocliptoggle "nocliptoggle1" 
alias nocliptoggle1 "sv_cheats 1; noclip; say noclip on; alias nocliptoggle nocliptoggle0"
alias nocliptoggle0 "noclip; sv_cheats 0; say noclip off; alias nocliptoggle nocliptoggle1"

bind "PGUP" "nocliptoggle"
//*****************
 
 
//***************** Bots don't shoot the host ON / OFF Toggle rcbot_notarget_toggle
//ON = "rcbot_notarget 1"
//OFF = "rcbot_notarget 0"

alias rcbot_notarget_toggle "rcbot_notarget1" 
alias rcbot_notarget1 "rcbot_notarget 1; say Bots don't shoot the host ON; alias rcbot_notarget_toggle rcbot_notarget0"
alias rcbot_notarget0 "rcbot_notarget 0; say Bots don't shoot the host OFF; alias rcbot_notarget_toggle rcbot_notarget1"

bind "END" "rcbot_notarget_toggle"
//*****************


//sv_gravity set a value of 200 and jump three times your height, press again and back to normal (800)
//The chat will notify you of the change, 800 is the default.

bind "PGDN" "toggle sv_gravity 200 800"
//*****************

//Frienly fire on /off (kill a bot teammate if they are in the way)
//The chat will notify you of the change.

BindToggle "HOME" "mp_friendlyfire" 
//*****************

 

 

 

 


Best-known guides (Links)

There isn't a lot of help for a guide that shows all the tips. The manual online misses a lot of things.

Here are some links that may help fill in the blanks...

 

Official guideRCBot2 Waypointing Guide

TF2 guide on Steam - Waypointing RCBot 2 for TF2 By RCBCheeseh (is mostly still OK for DoD:S)

About the "Route waypoint addition" - from the RCBot forums

Basic Waypoint Guide (2009) - by Cheeseh RCBot2 forums

Tip for adding waypoints to places you can't normally get to. Use "noclip" on a listen server.

 

Waypoint Menu Walkthrough - This is an in-game menu with many options.

Use the command "rcbot waypoint menu" to start. It's only covered briefly in a post here.

This needs a lot more information about what's in that menu.

It's a lot! I'll cover that separately below.

 


 

 

The in-game Waypoint Menu

This menu was added way back in 2013 and not much is documented about the menu. So...what is it?

Like my (and others) Key binds it helps when accessing the 38 commands in the RCBot2 waypointing system.

To get the menu to display you use the command "rcbot waypoint menu" ("KP_RIGHTARROW" - keypad 6 in my key binds)

 

 
 The waypoint menu main screen

 

It works similarly to the SourceMod Admin menu.

A menu where once on the screen you use your number keys to navigate to categories that use number keys to move to another "page" or enable a feature to be added to waypoints.

 

Let's say you wanted to add a "sniper" tag to a waypoint...

  1. Stand near the waypoint.
  2. Use "rcbot waypoint menu" to start the menu (or press Key Pad 6 in my binds)
  3. Press "1" to navigate to "Waypoints Flag ID" section
  4. Press "6" to tag the waypoint for a sniper, note it turns green and the ID text has "sniper" in it and there is a "x" in the selection (4).
  5. Further, if you want to tag that only Allied team can use this waypoint, press "4" (noaxis) and note the color changed to dark green and the ID now says "noaxis,sniper"

 

  • To remove a tag (like selection 4 "noaxis") just press the number key (4) again and it will remove the tag.
  • The "x" in the selection will "untick".
  • The navigation of this menu uses numeral keys (in white text on the bottom of each panel) to go further or go back.

 

 add waypoint tag step 1  add waypoint tag step 2  add waypoint tag step 3and4  add waypoint tag step 5
 Step 1  Step 2  Step 3 and 4  Step 5

 

The Waypoint Flags ID section of the Waypoint menu has many pages. Explore them and look at the manual for what those tags can do.

There are so many tags in that section to cover, refer to the manual and look up each one.

Some are obvious, some are not clear and you may be missing out on an essential feature.

Let's look at one "Routes".

You can find it as the second selection of the first screen, "route". That function reminds me of the function in SturmBot called "Ways".

 

It is like a "main road" in a suburban road system.

It's an important route to connect the paths to goals like the flags to capture or make a safe route around a dangerous area.

Here is one example in the manual. Cheeseh does go further in his TF2 steam guide. To find that go to "waypoint types" and find "Route".

There is an RCBot2 forum post on that here that will help explain how to use that waypoint type.

 

The other Waypoint Menu sections.

 

Pressing (2) "Waypoint Area"

 

Lets you set the Area ID of a waypoint that is related to another capture/flag waypoint, like a "defend" tag on a waypoint near a flag. It lets the bots know what "Area ID" (what capture/flag) they are defending, read about that here in the manual. 

This one, when I was starting confused me with the setting below "radius".

It's because my brain triggers "measurements" if the word "area" is mentioned.

It's not a measurement, it's an identification of a place, an ID of a map entity.

 

Let's take a brief time to explore how the capture areas and flags work in a map.

 

When a mapper places a "flag" in DoD:S that is called a "dod_control_point" it's a point entity (basically an item in the map that is sometimes seen as a model but has functions other than just a seen model).

The first flag has a unique ID of "0" under the "Index of this point" setting.

Other flag and capture "points" have a unique ID of 1, 2, 3 and so on.

See that ID setting in the image below - the lower left of the image.

It has a flag model where you can set what team owns it, sounds if captures, points it delivers...all sorts of options.

 

That "dod_control_point" entity has a trigger around it called "dod_capture_area" it's a cube-shaped brush entity (basically a trigger if a player model touches it) that the mapper defines as the capture zone. 

See how the "dod_capture_area" links to the "dod_control_point" in the lower right of the image below.

 

It all ends in the "dod_control_point" entities reporting back to a central entity (unseen in a map) called the "dod_control_point_master" that takes inputs from all of the control points.

If one team has captured them all... that master will trigger a round win.

 

 indexofthispoint
Click to enlarge the image - dod flag and capture entities

 

The function will not be used much in dod:s, it will happen automatically mostly when you place a waypoint inside a capture area or a flag. The waypoint system will do that for you.

 

So what does that look like on a waypoint?

See the image below from the map "3xi_renega2" where each waypoint on a flag has...

  • Waypoint ID (the number of the waypoint)
  • The Area ID (applied automatically via RCBot2 reading the map entity dod_control_point)
  • The Radius  (applied automatically via RCBot2 reading the map entity dod_capture_area)
  • The waypoint tag "capture" (applied automatically via RCBot2 reading the map entities)

 

 waypointID
 

 

So remember when looking at a capture area that the "Waypoint area" is a location, it's to identify and be used on other waypoints.

 

The "Waypoint Radius" is how big that capture area is,  for dod capture zones you don't need to edit it, it's for other waypoints.

That's next, how to adjust the waypoint radius and where you would use it.

 

Pressing (3) "Waypoint Radius"

This isn't covered as a separate topic in the manual but is important for capture areas and some tight areas... read the Capture section

 

So considering the topic above, where would you use that? There are some usage examples in the TF2 rcbot2 waypointing steam guide.

 

You can see the use for DoD:S in the below video. It is (mostly) used for tight areas where the bots may come together and collide.

 

Note in this old video how nearly every waypoint has a larger radius. You don't have to place that on every waypoint.

 

I found the bots seem to navigate around each other OK as DoD:S player models don't collide like player models in other games.

 

Here is my personal preference and explaination:

I see a lot of waypoint sets do use it more than I prefer. I find using it a lot is an unnecessary step for DoD:S maps.

I base my waypoints on how they test, I use the radius adjustment rarely but it does come in handy sometimes.

So my advice is you do the same, test and base your edits on your observations from your own testing.

 

However, take note of the use on the TNT supply on the bridge area, it's used on them too. The manual goes further into detail on that waypoint tag here

 

So when making your own set, you make up your mind, and don't forget DoD:S player models don't have the same collision issues you find in other games.

 

 
 RCBot2 DOD:S 0.7 dod_colmar waypoints

 

To adjust the radius,  just stand on a waypoint and...

  • Press the bind for the waypoint menu  "KP_RIGHTARROW" (the command "rcbot waypoint menu")
  • Press your numeral key "3"
  • Press "1" to increase the radius and "2" to decrease.

 

Pressing (4) "Yaw = (waypoint details) " 

 

Manual entry is here. This is adjusting where the waypoint is facing, (the horizontal line off the "post") where the bot will "look" for targets.

In image 5 above if I wanted to spin that 90 deg, I would stand on the waypoint, look to the new target, and press "4". The "yaw" now adjusts to the new angle. 

 

Pressing (5) "Edit Waypoint Options".

This one is interesting. The image below explains it. Cut, copy and paste a waypoint.

I guess if you have a waypoint with a lot of settings (tags, area and radius) you could save time by using this menu feature.

I don't use it, but that's what this is. 

 edit waypoint options
 Edit Waypoint Options

 

Pressing 6 "Edit Path Options".

This a selection of two commands, stand near a waypoint and you can delete the paths to or from it, or both.

It is covered in the manual here.  

You can do this with more ease using my key binds, the Key Pad 0 (INS) key will delete all paths from the waypoint and the Key Pad key "." (DEL) will delete all paths to the waypoint you stand on.

That is handy via the menu and an example of how it saves time, much better than typing those long commands in the developer console.

 

Pressing 7 "Showing all waypoints"

Be careful with this.

It is supposed to hide waypoints as you select one type to find amongst all the other types... the trouble is undoing that and getting your view back to look at all your waypoints.

It is easy in the end, here is the process.

 

Let's say you have a busy area and you know there is a waypoint with a sniper tag for axis (dark red) and its in the middle of a bush.

  1. With the waypoint menu open Press 7.  
  2. Next press 6 and all waypoint types are now hidden except sniper waypoints. All waypoints are now showing "hiding" and sniper waypoints are labeled "showing".
  3. To bring back all waypoints... press "6" again and the others will unhide.
  4. You can "unhide" others after pressing the number keys but the point is to get back all waypoints - toggle the one you initially selected to return the view to normal.

Something related to finding waypoints that aren't in the menu is finding a particular waypoint.

In the developer console the command "rcbot waypoint show" (manual link) "rcbot waypoint show <waypoint id>" can be used and a horizontal beam will come from you to the waypoint. 

For me, it is only on for 4 seconds.

 


 

rcbot waypoint load - a command for map versions.

This command will save you a lot of time on some maps.

 

  • The command "rcbot waypoint load" when placed in the developer console correctly will import a set of waypoints from the waypoints folder, dod\addons\rcbot2\waypoints\dod.
  • The main use is for maps that are similar or the same in structure. Maps that may be going through some changes, like a mapname_b1 and now there is a b3 version, it's the same map structurally.

 

Looking at one example is dod_argentan. Waypoints have been made and updated in 2023.

There is a "remake" dod_argentan_fix by Everett "emc" McLeod.

 

It's the same map, the fixes are mostly cosmetic (but important) for matchplay and eliminate some issues.

The bots use the same route as in dod_argentan.

 

The process of making waypoints is simple.

 

  1. Install and load the new map.
  2. You will note the message saying there are no waypoints for this map.
  3. Open the Developer Console. Place/type in this... "rcbot waypoint load dod_argentan"
  4. Press Enter.
  5. The console will report... "[RCBot] waypoints dod_argentan loaded" The waypoints are loaded and named already as "dod_argentan_fix.rcw" in dod\addons\rcbot2\waypoints\dod.
  6. The bots, if you have them set immediately start using the waypoints.
  7. Now just do a basic check, in this case, I didn't adjust anything. So I didn't save the waypoints, the waypoints autosaved after you entered the command.
  8. If you edited anything (see the note below) save the waypoints by the command "rcbot waypoint save" ("KP_ENTER" if you are using my binds)

 

Thats it. Waypoints done. 

 

 
 A video to recap the steps and process of the "rcbot waypoint load" command.

 

Note that in this process I didn't save the waypoints, that was planned in this case!

That's because I didn't want to take away the credit/s of the person/s who did the waypoints.

I made that mistake recently... because I thought you had to save the file after entering the command, you don't.

What that did was keep "genmac" (the original waypointer) but knocked out "[APG]RoboCop[CL]" who had just updated the waypoints in 2023.


Now, without saving,  when the map loads they will say "[RCBot2] Waypoints by genmac modified by [APG]RoboCop[CL]"
The credits are written in the <mapname>.rcw file.

Just be mindful of that, but if you do have to change some items, do save them!


 

 

 Waypoint files - file types.

Waypoint files are stored in the folder address - dod\addons\rcbot2\waypoints\dod 

There are four typesCheeseh explains in this post what they are, and what they do.

.rcw
"The main file type is <mapname>.rcw, this is the actual waypoint and is all you need to share waypoints."

  • This file is the only file you should submit for a download. 
  • If you only have one copy of the file, make sure you back this up before editing, the other three file types are not important and auto-generate.

.rcv
"This is generated by the bot, it generates a visibility table so bots know which waypoints are visible from other waypoints, this is useful to find cover positions."

 

.rcd
"This is generated by the bot, and gets quite big, about 4MB, each, this is used to generate the distances between paths so bots know what paths are shorter than others."

 

.rcb
"rcb is just an array of stored memory for the bot. It keeps a record of how much danger is at each waypoint for each team. When a bot is added it will read this data for its team, when a bot leaves it will save the data by averaging its data in the file."

  • This file was introduced in 2013 when revision 0.7 was released.

 

The takeaway point here is that the <mapname>.rcw is the main file. The others store information that is constantly replaced.

 

When waypointing other bot systems it is advisable to delete the "learning files" as you change the waypoints.

I am not sure if this is required for RCBot2.

But as a normal step as I am doing a final review I always delete the other files and leave the <mapname>.rcw file. 

That's up to you but seeing the <mapname>.rcw is only file the next person will get, it's likely a good step to do.

 


 

 

More waypointing tips - a video

In the video below this picks up on the previous video to complete a map.

Again I am using my waypoint binds, these speed up the assembly of a waypoint set, so more about how yu can use them.

 

Also covered is the importance of looking at your waypoints and making a quality check, play-test them and observing the bots is critical as they often show you issues.

We also should look at waypoints made by others, in the video we explore waypoints for dod_anzio and dod_kalt, they got some updates in May 2023 from [APG]RoboCop[CL] has a playlist on RCBot2, watch some of those here

 

Here is the video...

 

 
 rcbot2 waypoints - advanced tools and tips

 


 

For now, that is where I will stop in NOV 2023.

More to come soon. Contact me if you want an issue explained, I'll do my best to answer.