AVANTI WAYPOINTS FOR THE HPB_BOT

Release 1.1

Author: [TNFJ]JMH
Made with HPB_Bot version 1.7

Changes since last release:

- Some sniping waypoints have been moved to work better with changes from HPB_Bot 1.5 to 1.7
- Made four additional sniping waypoints.
- Corrected Team specific waypoint in Church tower.
- Added several waypoints on roofs and ledges where bots may find themselves after explosions, giving them realistic movement/tactics if they get there.

Description:

This waypoint file has nice sniping spots, some decent sentry gun spots (Engineers set them up once in a while - not as often as they should though), some team specific waypoints (which makes for better tactics and fast flowing action) and first and foremost: Even gameplay.
The Attackers attack relentlessly, the Defenders defend aggressively.
A couple of waypoints are not attached to the "mainstream"; they are present if bots are blown into that position by an explosion (grenade...), adding a little extra to the gameplay.
I've tested the waypoints with 12vs12, 9vs9, 6vs6, 5vs5 and 4vs4 bots (Bots set at skill level 1), and the bots do a great job against eachother every time. Usually the Attackers get an easy passage to CP 1, but the Defenders give them a good fight for CP 2. CP 3 and CP 4 (The Church) are extremely well defended in bot vs. bot play, but the Attackers can take both these CPs if they get the chance.
If you plan to play with the bots (either team) you should find that the bots give you a decent fight, but aren't overpowering. I guess that has something to do with them being bots with a waypoint system and you being a person with a brain ;)

Limitations:

To make the bots an as realistic fighting force as possible, I've used some waypoints that are team specific. In other words: It makes the bots do a hell of a job until they switch sides and the Attackers (Team 1) becomes the Defenders (Team 2). When they switch sides the Defenders stick to CP 4 (The Church) while the Attackers seem to favour CP 2. They do engage eachother, but not as heavily as they do when Team 1 attacks and Team 2 defends. From what I've been able to understand, this (the Team 1 / Team 2 setup) is a limitation in the current waypointing system. Hopefully someone with the knowledge can change this...? :)

Bugs:

There is a very annoying bug when the teams switch sides. Whether it has something to do with these waypoints in particular I'm not sure of, although I doubt it. Anyways; the gates that holds the Attackers for 30-40 seconds are open from the beginning, and after the countdown they CLOSE. This means that if any Attackers are killed before CP 1 and CP 2 have been captured, they will be locked in and behind bars until the teams switch sides again... Kind of like Counter Strike ;(
This happens every time Team 2 are the Attackers and Team 1 are the Defenders. When they switch back everything is perfectly OK again. The best way to get around this, is to make sure there are human players on Team 2, so that someone can capture CP 2 in a hurry.

Credits:

botman for the HPB_Bot.
http://www.planethalflife.com/botman
Cheesemonster for his tutorial on making waypoints.
http://www.waypointwarehouse.com

Feedback:

If you'd like to comment on these waypoints, I can be reached at jarlemagnus@tnfj.com
I would very much like to hear any suggestions or comments you'd have on the waypoints, as I'm eager to improve my waypointing "skills" and create something better !