Mateos Posted December 8, 2022 Share Posted December 8, 2022 Good evening, I'm trying to implement the path through switch logic in ETL Warbell to allow Allied bots to get back to the first map area if they loose the flag; there are doors connected to a generator that can be opened by Allies through switches But the bots stay aside the waypoint targeted by the WaypointName field, reducing the radius doesn't help I tried to move closer the waypoint, but that isn't quite logic; and I don't see why it works elsewhere (e. g. other maps), but not in my case Attached the waypoints, map download link: https://www.etlegacy.com/packages/etl_warbell_v2 Also attached a screenshot Thank you in advanceetl_warbell_path_through_switch_issue.zip Quote Link to comment Share on other sites More sharing options...
Moderators palota Posted December 9, 2022 Moderators Share Posted December 9, 2022 The waypoint radius is not important. You have to adjust aim position. AimPosition = Vec3(-2277, -521, 484) Then you can also decrease sleep(3) to sleep(2.5) in LowerGeneratorDoor_Moving. Quote Link to comment Share on other sites More sharing options...
Mateos Posted December 13, 2022 Author Share Posted December 13, 2022 Hmm, here with such z value I have the bot looking at the ceiling? ^^' Quote Link to comment Share on other sites More sharing options...
Moderators palota Posted December 13, 2022 Moderators Share Posted December 13, 2022 Oops, there are 2 doors. The upper door is accessible only by trick jump or cheating. The lower door switch position is Vec3(-2277, -521, 292). Mateos 1 Quote Link to comment Share on other sites More sharing options...
Mateos Posted December 14, 2022 Author Share Posted December 14, 2022 It works, thank you ^^ Quote Link to comment Share on other sites More sharing options...
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