Plant Goal
Goal Instructions | 0.8 Plant Goal |
Fastrack
|
Detailed Instructions
Description
- Plant is a goal that allows bots to use dynamite or satchels to destroy and objective
Setup
- See the Fastrack example at the top of the page for an example setup.
Properties
- Properties can be set with the goal_setproperty command assuming that the goal has been selected.
group
- A group is a method of organizing sets of goals. One advantage to this is that all goals in a group can be enabled or disabled in one line of script rather than seperate goal types requiring additional lines to enable or disable them. Assigning roles to a group is also possible as an alternative to assigning each individual goal a role.
- syntax: /bot goal_setproperty group <string groupName>
- example: /bot goal_setproperty group myGroup
role
- See the section on bot roles.
- syntax: /bot goal_setproperty role <role mask>
- example: /bot goal_setproperty role 1
tagname
- Sets the name of the goal. This can optionally be set when passed as the optional parameter in the goal_create command. Useful for renaming goals.
- syntax: /bot goal_setproperty tagname <string name>
- example: /bot goal_setproperty tagname myGoalName
RandomUsePoint
- Default value is 0 which means that bots will use only the nearest use point. It is good for walls which can be planted from both sides if a map has multiple spawns. But you usually define multiple use points because objective is big or because you want to randomize dynamite positions. Then you must change RandomUsePoint to 1.
- syntax: /bot goal_setproperty randomusepoint <0/1>
- example: /bot goal_setproperty randomusepoint 1
trace
- Runs a trace based on where the player is aiming and stores the information for the goal.
- syntax: /bot goal_setproperty trace
- example: /bot goal_setproperty trace
- example: /bot goal_setproperty trace clear
- note: the trace must be to an OID entity.
EntityName
- Sets name of the objective entity. It is faster than trace.
- syntax: /bot goal_setproperty entityname <entity name>
- example: /bot goal_setproperty entityname barrier
IgnoreEntity
- This property should be used only if trace property does not work, because TraceLine can't find OID entity or if function GetDestroyableState always returns -1. After you set ignoreentity to true, you must use function SetAvailableMapGoals to enable or disable goal. The goal is not automatically disabled after the objective has been destroyed.
- syntax: /bot goal_setproperty ignoreentity <0|1>
- example: /bot goal_setproperty ignoreentity
etype
- Sets the explosive type for the goal
- syntax: /bot goal_setproperty etype <type>
- example: /bot goal_setproperty etype dyno
- example: /bot goal_setproperty etype satchel
- example: /bot goal_setproperty etype both
- note: defaults to both
CoverSpot
- Defines a location for the engineer to go to after planting dynamite so it will defend it
- syntax: /bot goal_setproperty coverspot <index>
- example: /bot goal_setproperty coverspot 0
- example: /bot goal_setproperty coverspot clear
- note: the first facing is auto generated based on player facing.
- note: any number of spots can be defined. to edit an existing one, pass the existing index
CoverStance
- Assigns a stance to the cover spot closest to the player
- syntax: /bot goal_setproperty coverstance <stand, crouch, or prone>
- example: /bot goal_setproperty coverstance crouch
CoverFacing
- Assigns a facing to the cover spot closest to the player
- syntax: /bot goal_setproperty coverfacing <index>
- example: /bot goal_setproperty coverfacing 0
- note: any number of facings can be defined. to edit an existing one, pass the existing index
CoverSplit
- Sets vector3 perpendicular to objective (normal vector). It is used for walls or gates which can be planted from both sides. It's usually on maps where a forward flag can be captured by disguised covertops or reached from sewers.
- syntax: /bot goal_setproperty coversplit
- note: The goal must have at least 2 use points.
CoverTimeout
- facing from use point to goal center, only if goal has 2 use points and multiple cover spots
- syntax: /bot goal_setproperty covertimeout <int timeout>
- example: /bot goal_setproperty covertimeout 30
- note: minimum 1, maximum 30, default 25
DetonateSpot
- Defines a location for the covertops to go to after placing satchel. It is useful only near enemy spawn, long ladders or similar dangerous areas.
- syntax: /bot goal_setproperty detonatespot <index>
- example: /bot goal_setproperty detonatespot 0
- note: any number of spots can be defined. to edit an existing one, pass the existing index
SatchelFunction
- It can be set only in OnMapLoad function. It is used to completely control a bot. Functionality is similar to a pathtrough navigation.
GetGoal("PLANT_Axis_MG42_Construction").SatchelFunction = function(_this)
{
_this.AddAimRequest(Priority.VeryHigh, "facing", Vec3( 0.494, 0.297, 0.817 ));
sleep(0.5);
_this.AddWeaponRequest(Priority.High, WEAPON.SATCHEL );
sleep(0.7);
_this.Bot.PressButton(BTN.ATTACK1);
sleep(0.2);
_this.AddWeaponRequest(Priority.High, WEAPON.SATCHEL_DET );
sleep(0.5);
_this.Bot.PressButton(BTN.ATTACK1);
};
Picture of tracing to an OID
This picture shows the process of using /bot goal_setproperty trace to get the OID to be used by the goal. The screenshot was taken after issuing the /bot draw_oids command, moving outside of the bounds, facing the bounding box, and then issuing the /bot goal_setproperty trace command. Note that the entity listed in the center print is the same as what is listed in the middle of the bounding box. That part is crucial.
Video Tutorial Version
Adding a Plant Goal
|