# RCBot2 Waypointing Guide

Table of Contents

RCBot2 Waypointing Guide. 1

Commands. 1

Rcbot waypoint 1

Rcbot pathwaypoint 1

rcbot waypoint add. 1

Rcbot waypoint delete. 1

Rcbot waypoint show.. 1

Rcbot waypoint drawtype. 1

Rcbot waypoint updateyaw.. 2

Rcbot waypoint setarea. 3

rcbot_wpt_autoradius. 3

rcbot_wpt_autotype. 3

rcbot_wpt_pathdist 3

rcbot_wpt_width. 3

rcbot waypoint givetype. 3

rcbot pathwaypoint create1. 3

rcbot pathwaypoint create2. 3

rcbot pathwaypoint remove1. 3

rcbot pathwaypoint remove2. 3

rcbot pathwaypoint deletefrom.. 3

rcbot pathwaypoint deleteto. 3

Notable waypoint types. 3

Common waypoint types. 4

Jump. 4

Ladder. 4

Team Fortress 2. 6

Health. 6

Route. 7

Flag. 8

sentry. 8

ammo. 8

Teleentrance. 9

Teleexit 9

Capture. 9

Rcbot waypoint areaonly. 11

Day of Defeat Source. 12

bombs. 12

Noaxis. 12

Noallies. 12

Defend. 12

Sniper. 12

Unreachable. 12

Capture. 13

Openslater. 14

Bombtooopen. 14

## Commands

### Rcbot waypoint

Rcbot waypoint on/off

Figure 1: Waypoints On

### Rcbot pathwaypoint

Rcbot pathwaypoint on/off

Figure 2: path waypoints on

### rcbot waypoint add

rcbot waypoint add [type 1] [type 2] [type 3] [type 4]

e.g. “rcbot waypoint add sniper noallies” creates a waypoint with sniper and noallies type together in one command

### Rcbot waypoint delete

Deletes the nearest waypoint

### Rcbot waypoint show

Rcbot waypoint show <waypoint id>

Shows a big lightning effect that shows you where the waypoint <id> is.

### Rcbot waypoint drawtype

Rcbot waypoint drawtype <type>

1 = normal

2 = use debug engine (windows/client only)

3 = use debug engine (windows/client only) + show waypoint information

Figure 3: drawtype 2

### Rcbot waypoint updateyaw

Rcbot waypoint updateyaw : updates the direction the waypoint faces, useful for improving poor sniper waypoints, sentry, machinegun etc..

### Rcbot waypoint setarea

Rcbot waypoint setarea <area ID>. In DOD:S areas are used for the capture point. If you want to add a defend / sniper or machinegun waypoint, they should have the same area as the capture waypoint at the flag/bomb they are defending/attacking. In TF2 areas are used for the capture point/flags/sentry points/sniper points, in certain maps when certain areas are closed off or open these are useful (e.g. dustbowl).

Areas are useful in maps such as CP maps when events trigger new parts of the map to open or close or new CP points to capture. E.g. in pl_goldrush there are two capture points in the first part of the map. The first capture point should be given a different area from the second so that bots know which waypoints to use to defend them. Similarly teleporter entrances are needed for both teams in the same place at different areas (picture)

##

Figure 4: different areas

When an area is unavailable the waypoint will show the area number in red above it. If it is available the area number will be in white. (see picture above).

### rcbot_wpt_autoradius

not fully implemented yet. Adds a radius automatically when added.

### rcbot_wpt_autotype

based on the MOD being played if this is 1, when you place a new waypoint, they will automatically be given flags such as resupply, capture point, flag, health, etc…

### rcbot_wpt_pathdist

rcbot_wpt_pathdist <distance> (default = 400) The distance at which new pathwaypoints are added automatically. If there are too many

### rcbot_wpt_width

rcbot_wpt_width <width distance> (default = 48). This should be about the same width of the player. This is used to stop waypoint paths from automatically being added through small holes or just around corners. Increase the width to allow more room before a path is added automatically.

Note: You may have to check whether a path has been added correctly with this at default.

### rcbot waypoint givetype

rcbot waypoint givetype <type> [type 2] [type 3]

toggles waypoint types. If waypoint already has the type in the command, the type will be removed from the waypoint.

### rcbot pathwaypoint create1

remembers the waypoint you are standing at to create a path from.

### rcbot pathwaypoint create2

creates a path between the waypoint when you use the create1 command and the waypoint you are now standing

### rcbot pathwaypoint remove1

remembers the waypoint you are standing at to delete a path from.

### rcbot pathwaypoint remove2

deletes a path between the waypoint when you use the remove1 command and the waypoint you are now standing

### rcbot pathwaypoint deletefrom

deletes all paths going from the waypoint you are standing at

### rcbot pathwaypoint deleteto

deletes all paths going to the waypoint you are standing at

# Notable waypoint types

## Common waypoint types

### Jump

A bot will jump here. To make a good jump waypoint make sure the jump waypoint has a “run up” from another waypoint (in the picture) in the direction the bot should be jumping from.

Note: Make sure the jump waypoint has a path only to waypoints that should be touched by jumping. I.e. don’t make the jump waypoint have a path back to the “run up” waypoint.

Figure 5: jump waypoint

### Ladder

These waypoints help bots climb ladders as they denote when bots should go UP a ladder. If they need to go DOWN a ladder you do not need to add a ladder waypoint.

1) Stand at the bottom of the ladder when you just start to ‘stick’ to the ladder, add a ladder waypoint in the centre of the ladder at the bottom

2) Use “rcbot pathwaypoint create1” to get ready to add the path to the next ladder waypoint

Figure 6: Bottom ladder waypoint

3) Climb to almost the top of the ladder, make sure you are still stuck to the ladder and add another ladder waypoint.

4) Use “rcbot pathwaypoint create2” to create the path from the bottom to the top

5) Add a normal waypoint at a safe location to exit the ladder at the top and make sure there are no other paths from the top ladder waypoint (see figure 7)

Figure 7: top ladder waypoint

Figure 8: ladder going down

To go down a ladder just add a normal waypoint at the top of the ladder and another normal waypoint at the bottom of the ladder. Make sure they have a path going DOWN. (Not going up)

## Team Fortress 2

### Health

Place at health pickups that are useful to bots, not all health pickups are useful, e.g. areas that you can only get to by double jumping .

Figure 9: health waypoint

### Route

Tells bots to use one of these route waypoints before going to the goal. They should be the same area as the goal. It allows bots to use different paths such as tunnels etc.

Figure 10: route waypoint

### Flag

##

Figure 11: flag waypoint

### sentry

##

Figure 12: sentry waypoint

### ammo

##

Figure 13: ammo waypoint

### Teleentrance

Teleporter entrance, place anywhere near the spawn of the team where you can build. It should be given a radius and a team.

Note: Teleporter entrances should be given an area in cp maps or pl maps etc, as spawns can change and areas become unavailable

##

Figure 14: teleporter entrance

### Teleexit

Teleporter exit, place anywhere in a good strategic point for the team.

Note: Teleporter exits should be given an area in cp maps or pl maps etc, as spawns can change and areas become unavailable. Preferably given the same area as the capture or flag waypoint they will attack from the exit.

##

Figure 15: teleporter exit

### Capture

Capture point. Should be given a radius about the same size as the capture point. In some maps you don’t need to give them a team (e.g. dustbowl as it’s an attack defend map)

Note: Capture points should be given an area in cp or pl maps etc. as there may be several points. The areas must coincide with the areas in the script

Figure 16: capture point, notice area at the top of the waypoint in white meaning available

### Rcbot waypoint areaonly

Bots can only go here if the area in the script is available. Useful when areas close down after a capture point. .e.g in dustbowl, see picture:

Figure 17: area only waypoint: notice the area number at the top of the waypoint in red, meaning not available (cap point 2)

When the area is unavailable the area number will appear red. This means the waypoint in unreachable

## Day of Defeat Source

### bombs

Place this where you can find a bomb dispenser, when bots touch this, they know they have picked up a bomb. Note: By giving this waypoint an area other than 0 (rcbot waypoint setarea <area>), this allows bots to know that the bombs waypoint is used by both teams and needs to be defended. Add more defend waypoints, sniper and machinegun waypoints with the same area id as the bombs waypoint to let bots defend it.

Figure 18: bombs waypoint with an area

### Noaxis

Self explanatory: no axis team bots can use this waypoint

### Noallies

Self explanatory: no ally team bots can use this waypoint

### Defend

Colour: red

Bots go here to defend. Make sure you are facing in a good direction when you place the waypoint. You will see the direction in rcbot waypoint drawtype 1 or 2. To update the direction, goto the waypoint, face the desired direction and use “rcbot waypoint updateyaw”

Note: Defend waypoints are more useful when they have an area set (rcbot waypoint setarea <area>). They should be the same area as the capture point or bomb point it is defending.

### Sniper

Colour: green

Place sniper waypoints at good sniping positions. Make sure you are facing in a good direction when you place the waypoint. You will see the direction in rcbot waypoint drawtype 1 or 2. To update the direction, go to the waypoint, face the desired direction and use “rcbot waypoint updateyaw”

Figure 19: sniper position waypoints, notice the angle of the waypoint facing outside the window

Note: Sniper waypoints are more useful when they have an area set (rcbot waypoint setarea <area>). They should be the same area as the capture point or bomb point it is defending/attacking.

### Unreachable

Colour : white

Use unreachable waypoints to help bots know where enemy fire came from. Bots cannot go to these waypoints but they are used to let bots know where to take cover and where danger might be.

Notice the unreachable waypoints in the picture. An enemy may be in the sniper waypoint but most likely the sniper waypoint is invisible to many waypoints where the sniper can shoot. So the unreachable waypoint helps with visibility as it is visible to both the attacker and the victim.

Figure 20: unreachable waypoint, notice the position so that it is visible from the sniper position and shootable positions

Note: you can also add a path to an unreachable waypoint. Bots won’t go to them but they will use them for information, such as danger points.

Figure 20.1: other waypoints connected to an unreachable waypoint for danger purposes

### Capture

Colour : yellow

Capture waypoints are not required however they are useful for waypointers to know and remember which area that the bomb points or flags are at. As long as rcbot_autotype is 1, the type and area will be automatically added. Use the same area in the future to help with defend/sniper and machine gun waypoints.

Note: A round must have been started for the bot program to know which flags/bombs are on the map so that the auto flag/bomb ID will work. Join a team or add a bot to start a round.

Figure 21: capture point in DOD:s, the area is added automatically for your use

### Openslater

Colour : pink

An Openslater waypoint will normally join together with another openslater waypoint. These waypoints are for knowing when areas of the map open up or close. An example of this is in dod_jagd when the axis team fully bomb the tank, the path will open up. Using this type of waypoint eliminates the requirement of a complicated script.

Note: to increase performance, use pathwaypoint commands to remove unnecessary paths to these waypoints. Only have these two waypoints connect to each other. Only have one normal waypoint connecting to the opens later waypoint to increase performance.

Figure 22: opens later waypoint, should only have one waypoint with a path TO the waypoint and one path to another openslater waypoint on the other side

### Bombtooopen

Bomb to open waypoints require the bot to use a bomb to get through the path

Tip: Make sure bomb to open waypoints have paths going back so bots can move back and take cover to wait for the bomb to explode.

You can waypoint them in these two cases:

Case 1: There are bomb points on each side of the wall.

Put a bombtoopen waypoint in the middle of the wall and make sure it has a path to waypoints on either side.

Make sure no normal waypoints have paths through the wall

The image below shows the waypoints on the other side

Case 2: The wall has a bomb point on only one side of the wall

To deal with this just put the bombtoopen waypoint on the side with the bomb and connect it to another waypoint through the wall.

Make sure the waypoint on the other side does not have a path back to the bomb to open waypoint.

(below)

Add an opens later (openslater) waypoint on the same side as the bomb

Connect a waypoint on the inside (where there is no bomb point) to the opens later waypoint

When the bomb explodes the bots will know it can go through without needing a bomb on either side.