Current location - Plastic Surgery and Aesthetics Network - Clothing company - How to set up robots in CS 1.5 version, please be more detailed.
How to set up robots in CS 1.5 version, please be more detailed.
Are you zbot?

yapb?

Or PODBOT

You can record your own waypoints.

If it is yapb, enter it in the console and open the waypoint record menu.

Yapb wp menu

Zbot won't have to record and generate it by itself.

PODBOT waypoint making guide

Everything down there is spinning.

I hope you can open config.cfg in your own CS installation directory before making waypoints, and add

Bind "l" and "waypoint add" (press l to bring up the menu of adding points).

Bind "p" and "waypoint save" (press p to delete the waypoint currently stopped)

Remember to enter waypointsavenocheckSAVE in SAVA without checking for errors, otherwise it is almost impossible to do waypoints well, and it will say that there are n errors-_-!

Press ~ to exit the console.

I believe everyone has seen the power of PODBOT2.0, so I won't go into details here. However, PODBOT2.0 only brought the navigation points of CS 1. 1 Chinese official map. I just downloaded a new map from the internet or made a new map myself. What should I do? Or we are not satisfied with the action of PODBOT2.0 in some places, and hope to improve the waypoints so that they can attack and defend completely according to their own intentions. What shall we do? Next, I will tell you about the destination design of PODBOT2.0, hoping to help you.

First of all, I want to remind you that it is very tedious to design a complete waypoint system from scratch. If you don't have enough time and energy, please don't get involved in this work, but you can read this article first and have a psychological preparation for the design process of waypoint system (at least it is worth writing such a big version, hehe). All right, now let's get down to business.

Basic introduction of one-way point and design system

First, the system introduction

Pod robot is a robot based on waypoints. Their basic actions in the game depend entirely on the "instructions" of the waypoint system. The so-called "waypoint" is a special "ruler" displayed on the map. Robots use these "rulers" to decide the direction of attack, the location of mines, the location of hostages and so on. It can be seen that the waypoint system is the cornerstone of BOTBOTBOT, and there is no map BOTBOT with waypoint files. Each waypoint file matches a map file and is placed in your directory cstrike\PODBot\WPTDefault with the suffix. PWF。 For example, the waypoint file of DE_DUST map is DE_DUST. PWF in the directory cstrike\PODBot\WPTDefault.

PODBOT's waypoint design system has no separate tool, it is included in the core of PODBOT, and many commands are input through the command line of the console. In other words, to design a waypoint, you must first run CS and add "-console" to your CS shortcut. Of course, you must first install CS and PODBOT (this article is completely nonsense, and the old birds will make do with it anyway) and choose the map you want to deal with to create it.

Second, the basic command

As mentioned earlier, the waypoint editing commands of PODBOT are all input through the command line of the console, mainly including the following commands:

Waypoint ON-Displays waypoints and turns on the edit switch. To edit waypoints, you must first enter this command.

"Waypoint-Displays the waypoint and turns on the edit switch. Different from the previous command, this command also opens the "through the wall" mode, and you can move freely in the air and underwater without being affected by gravity. This switch is mainly used to edit underwater waypoints.

Waypoint Off-Turns off the display of all waypoints and turns off the edit switch.

Waypoint Add-Adds a waypoint. This command will open a menu for you to select the waypoint type to add. See "Types and Selection of Road Points" below for details.

"waypoint deletion"-deletes the waypoint closest to your current position.

"waypointfindx"-indicates the direction of the waypoint with ID X in "waypointshowflags" with a line-displays the special marks of the waypoint.

"waypointaddflag"-adds a special flag to the current waypoint.

"waypointdelflag"-deletes the special mark of the current waypoint.

"waypointsetradiuxx"-sets the range of the current waypoint to the value x.

"waypoint stats"-displays how many waypoints are set on the current map.

"waypoint check"-check whether there is any problem with the waypoint system of the current map.

"wayzone call"-sets the range of all waypoints in the current map to the value x.

Waypoint Save-Check all waypoints and save them in the waypoint file.

"waypointsavenocheck"-Forces the current waypoint system to be saved without any check.

Waypoint Load-Loads the waypoint file.

Automatic waypoint-Displays the status of the automatic waypoint switch.

"Automatic waypoint" opens the "automatic waypoint generation" system.

Automatic waypoint closing-closes the automatic waypoint generation system.

Route Point-Displays the status of the route point switch.

Route Waypoints-Displays the interconnection status between waypoints.

Path Point Off-Turns off the dependency between path points.

"pathwaypointaddx"- connects the nearest waypoint with the waypoint with ID X. Note that the connection established by this command is one-way.

"pathwaypointdeletex"- Closes the connection between the nearest waypoint and the waypoint with ID X. This command is also one-way.

"Debug goalx"-Forces BOT to proceed to the waypoint with ID X, which is used to test the connection of waypoints.

Third, the types of waypoints.

After the waypoints are opened, all waypoints in the waypoint system can be established by using the waypoint add command. Of course, we can use the autowaypoint command to let the system automatically generate the most basic waypoints. Please refer to the practical instructions for the detailed use of various waypoints. Using the waypoint add command will pop up a waypoint type selection menu, such as the buy guns menu. As you can see, waypoints are divided into 9 categories, and different waypoints will be displayed as bar marks with different colors after turning on waypoints. Let's briefly introduce various types of waypoints.

Normal waypoint "normal waypoint"

Normal waypoint is the most basic waypoint type in the waypoint system, and its color is green.

The bandit strategic waypoint and the police strategic waypoint are one of TerroristImportantWaypoint that determine the main attack direction of BOT, in which the bandit strategic waypoint is red and the police strategic waypoint is blue.

Step point

The stair waypoint specifies the route of BOT going up and down the stairs, and the color is purple.

The hostage rescue point is the place where the police can get the money by taking the hostages there, which is very popular! The color is white.

Target waypoint "target waypoint"

The destination waypoint is the waypoint indicating the final destination of the map. To put it bluntly, the "GoalWaypoint" in the mine-laying map is placed at the mine-laying point, the hostage map is placed at the initial position of the hostage, and the VIP version is placed at the escape point. Got it! ! The color is purple, too

Camp waypoint

CAMP waypoint can be divided into "CampstartWaypoint" and "CampendWaypoint". Use "CampstartWaypoint" to place the camp waypoint, and then use "CampendWaypoint" to end the setting of the camp waypoint, so as to complete a camp location, and the color is light blue.

Jump point

Jumping waypoint is a new waypoint type in PODBOT, which allows BOT to fly over cliffs and climb walls. Hehe, it can be divided into jumping point and foothold. Except that the path between the jumping point and the foothold is red, the color is the same as that of the ordinary waypoint.

Fourth, the path and "waypoint range"

Turn on the "pathwaypointon" switch, and you can see the interconnection path between waypoints and the range of waypoints.

path

With the "pathwaypointaddx" command, you can set the path from the nearest waypoint to the waypoint with ID X, and with the "pathwaypointdeletex" command, you can delete the path from the current waypoint to the waypoint with ID X. Note that the paths are in different directions.

Action range of waypoint

Every waypoint has a range of action. Even if the robot enters this range of action, it also touches the waypoint, and the range of action of the waypoint is represented by dark blue lines radially distributed in the center of the waypoint.

Second, the actual combat instructions

I. Preparatory work

As mentioned earlier, the destination design system of PODBOT is included in the core of PODBOT, and it can only work after entering the game. Therefore, before starting to edit waypoints, some preparatory work must be done.

First of all, the commands in the waypoint design system are all input through the console command line (what? You don't know what a console is? Sorry, please close this page immediately), so you must add the -console parameter to your CS shortcut, so that you can press the ` key to open the console command line and enter commands in the game.

The most commonly used commands without parameters in the waypoint design system are waypoint add, waypoint delete, waypoint save and waypoint load, so it is better to bind these commands to several convenient keys, such as the following.

Binding "KP_PLUS""waypointadd"

Binding "KP_MINUS""waypointdelete"

Binding "KP_SLASH""waypointload"

Binding "*" Path point save "

Add the above paragraphs to the configuration. You can directly use the keys of+,-,/and * on the keyboard to realize the functions of waypoint addition, waypoint deletion, waypoint loading and waypoint saving. Of course, you can also put "autowaypoint" and ".

Second, do it.

Ok, everything is ready to start. Let's take the test map de_jeepathon2k brought by CS 1.0 as an experiment, because it is a test map and there is no matching waypoint file in PODBOT, so it's just for hands-on, hehe.

First, turn on the "Path Point Pass" and "Path Point Pass" switches. Now what we need to do is turn on the "autowaypointon" switch again. Then, you can go shopping. Hey, hey, go to every corner of the map! You will find that every few steps you take, the system will automatically "bang" a normal waypoint behind you, leave it alone and continue shopping, ha. Remember! Go to every corner If you find that the automatically generated waypoints are too sparse in a certain place, you'd better go there by yourself and manually add a normal waypoint. Don't think that "that place is boring, I don't want BOT to go there" and leave some places without waypoints! You know, BOT doesn't consider waypoints when fighting! In this case, they are likely to "mistake" these places, and once the BOT enters a place with no waypoint at all, it will just stand there motionless! In addition, after turning on the "autowaypointon" switch, don't climb stairs and jump! You can use the "autowaypointoff" command to turn off the automatic waypoint generation system before going up the stairs, and then turn it on after going up the stairs. There should be no floating waypoints in the air (when the automatic waypoint generation system is turned on, jumping or falling from a height may produce floating waypoints). After going through every corner and putting all the normal waypoints in place, a basic waypoint system was established, but now this waypoint system still can't be used, and specific changes need to be made to the waypoints. Please refer to the following "Road Point Types, Selection and Use"

Three. Types and Selection of Road Points

Below I will explain to you the detailed features and specific uses of various waypoints:

Normal waypoint

Normal waypoints are divided into two states: standing and crouching. Under normal circumstances, the generated normal waypoint is standing, while the normal waypoint added when you squat down is "squatting down". The state of the robot when it reaches the waypoint is also determined by the state of the waypoint. For example, when a robot advances from a standing waypoint to a crouching waypoint, it will crouch first and then move forward to that waypoint, and when the robot advances from a crouching waypoint to a standing waypoint, it will stand up first and then walk, understand?

In addition, special marks can be set for normal waypoints. When you use the "waypointaddflag" command at a normal waypoint, a menu will pop up.

Among them, if the blockwithhostage flag is set, BOT will not take this waypoint when taking hostages, so we can give BOT a hint that when taking hostages, we can bypass some places where hostages may be stuck. You see, the author of PODBOT is much more serious than Xixi, the author of CS, in some places. The other two marks are invalid for normal waypoints and are only used for camp waypoints.

Strategic waypoint

Strategic waypoint is the most important waypoint type in robot waypoint system. The position of the strategic waypoint determines the main attack and defense direction of robots, and they usually choose the route closest to the strategic waypoint when they act. In this way, we can achieve the attack and defense that we want BOT to do by properly arranging strategic waypoints, such as laying mine maps. The CT side should put more CT strategic waypoints in various minefields and main roads to fully defend, Xixi. Of course, if you want to make a CT raid, you can directly put the CT strategic waypoint at T's headquarters, hehe. However, T does not need to place too many strategic waypoints. Generally, one for each main attack route is enough. It should be noted that Party T does not need to place a strategic waypoint at the minefield, and its BOT will go to the "target waypoint" of the minefield by itself after passing the strategic waypoint. Conversely, the hostage map is the same as the VIP map. Of course, everyone plays cs with different strategies and tactics. It's up to you, Sissy.

Stair waypoint

As I said before, you can't use the normal waypoint on the stairs, but you must use the stair waypoint, otherwise BOT can't use the stairs correctly (the stairs mentioned here are not the kind of "stair-like slopes", but the stairs that make noise when you climb up, anyway, everyone knows what it means _). Just put a stair waypoint at each end of the stairs, but remember that you must climb the stairs before you put the stair waypoint. And it's best to put it where you just hit the stairs. Of course, if the stairs are long, it is also a good choice to put several stair waypoints in the middle (you can let the BOT get down halfway), but remember that because the height difference between waypoints on a stair is relatively large, the system will not automatically add paths between several stair waypoints you built, and you need to add path connections manually. I will explain the specific path usage in detail later.

Hostage rescue waypoint

There is nothing more to say about this. Just put one in every place where the word (R) appears. Remember that this waypoint must be placed on the hostage map, otherwise the waypoint system will report an error.

Target waypoint

This is something that lets the robot know where to work on the current map. It should be noted that in the lightning map, the target waypoint is the specific location where the BOT doing T places the bomb. Aren't many players interested in the strange way of placing bombs? Something was thrown into the water, put in a crack, and so on. As long as you put the target waypoint, the robot will do as you do, haha. But don't expect to be too abnormal (for example, you have to take a ladder to get where you can go, but you can try to jump on it, for example, on the iron box of the dust ct headquarters)

Camp site

Haha, this is my specialty. Who let me be called "the eighth kind of camper"? Wow, hahahaha! ! ! ! ! ! ! ! To show your cold-blooded, ruthless, insidious, vicious,,,, all in the camp! HOHOHOHO! ! !

First of all, go to the position you think is the meanest and dirty on the map, pose (the camp waypoint also has two states of standing and squatting), face the direction where the enemy is most likely to appear, and keep your posture! Then, add "CampstartWaypoint" first, and you will see a red line sticking out from your head. Then you keep your posture and position still, turn your head in the direction where another enemy may appear, and then add? QuotCampendWaypoint ",another red line is extended for fun, so a camp site is completed. The range between the two red lines is the direction that the BOT of this camp site will pay special attention to, hahahaha.

In addition, the last two marks of the special mark in the above-mentioned ordinary waypoint are aimed at the camp site, in which the terrristsonlyCAMPflag is a T-specific waypoint, and CT will not camp at the camp site with the terrristsonlycampflag mark set, and the others are of course the opposite.

Jump point

This is the essence of PODBOT2.0! With it, BOT is like a monster with wings, which can fly around (exaggerated), but this thing is not so easy to set up, because if you want BOT to jump, you must jump first.

Setting the jump point is very simple. After selecting the jumping point, the system will automatically start recording your actions. You just need to jump to where you want to go, and the system will automatically put the jumping waypoint and the landing waypoint you took off together, and establish a jumping path between the two waypoints. Note that this path is also one-way, that is, BOT will jump from jumping point to landing point instead of jumping from landing point to jumping point! But if you want BOT to jump back, just open the jump route again and jump back to the original jump point from the original landing point. It's very simple (the problem is that I just can't jump in some places, such as the canopy of Italian food market,)

Fourth, the establishment and application of the path

A route is a route connecting two waypoints. Only waypoints are not enough. You don't know how to get there without a path robot. Fortunately, when you place each waypoint, the system will automatically connect it with nearby waypoints. However, in some special locations, the system will not automatically establish the path connection or establish it inappropriately, such as the stair waypoint mentioned above. At this point, you must manually add the path yourself.

When you turn on the "route point" switch, when you stand on a route point, a line of information such as "IndexNr" will be displayed in the upper left corner of the screen. : 48- Path node number. : 48- radius: 96 ",where the number 48 followed by" index number: "is the ID number of your current waypoint. We can study this problem clearly. Let's take the stair waypoint as an example. Let's first put the stair waypoints at both ends of the stairs, assuming that the ID numbers are 20 and 2 1 respectively, so now we stand on the stair waypoint with ID 20, and use this command "pathwaypointadd2 1" to establish a one-way path from waypoint 20 to waypoint 2 1. You can see a white path line from waypoint 20 to waypoint 2 1, and then we will use this command "pathwaypointadd20" to establish a path from waypoint 2 1 to waypoint 20, so that the path line between them becomes a yellow two-way path, and the two-way path between two stair waypoints is established. If you only want the BOT to climb from waypoint 2 1 to waypoint 20, but don't want it to climb back, you should go to the location of waypoint 20 and use the command "pathwaypointdelete2 1" to delete the one-way path from waypoint 20 to waypoint 2 1. Is it okay?

Flexible path setting allows BOT to realize many functions, such as opening doors. If the door can be opened in two directions, just place a normal waypoint on both sides of the door, and then connect the two waypoints with a bidirectional path. But if it is a one-way door opening, it must be set as a one-way path, otherwise the BOT will get stuck. In addition, some abnormal doors (for example, if you touch it outside the door, it will not open inside but outside)

PODBOT will automatically identify obstacles in the path and consider how to deal with them. For example, there is a fence that can be broken in the path, and the robot will automatically shoot when it meets it. If the obstacles in the path cannot be broken, the robot will try to jump over, but it is suggested that you set a jumping destination where you need to jump, because if you don't set a jumping destination, let the robot consider whether to jump or not, and it will be considered every time you get there. Oh, hey.

Three endings

Well, with the above introduction, I believe everyone can already make their own waypoint system. When you have set all the waypoints, you can save your waypoint system by using "waypoint save". What? What's the problem? Not to save lives? Then let's see what went wrong.

First, debug

We can use "waypointfindx" to find the waypoint that is out of order. The most common mistake is the setting of the camp site. Many people just set up "CampstartWaypoint" instead of "CampendWaypoint" as I did when I started playing the waypoint system. This is easy to handle, just add it. There is no hostage rescue destination on the hostage map. It is easy to make up!

What I'm afraid of is that the waypoints and paths that have passed the waypoint system check are actually problematic, so you can find them out slowly by yourself. People are prone to make the following mistakes:

dead end

Dead paths refer to those paths that BOT can't pass at all, such as the path through the gap between two big boxes. This dead path is usually generated when using the waypoint automatic generation system. Just delete the path between these two path points. In addition, some paths, especially those at the corner, are often too close to the corner. Although BOT will not get stuck in these places, it will always get stuck. Please pay attention.

The problem of stairs

The setting of stair waypoints is not difficult, but novices often don't set them well. When going up and down the stairs, you must pay attention to the flight point of the stairs. Be sure to set it up when you first go up the stairs, otherwise it will be difficult for BOT to go up the stairs. In addition, pay attention to the path to the stair waypoint. Like this road, robots can't climb stairs.

Range of waypoints

This kind of problem is not very common, but it is better for everyone to pay attention. The action range of this waypoint in the picture is too large, and BOT can easily fall off the bridge.

In the above case, you can use the "waypointsetradiusx" command to narrow the range of waypoints a little.

Everything is clear, you can save it with "waypointsave"! What! ? Still not right! ! Me, Kao! I can't see so many places! ?

Why not just use the "waypointsavenocheck" command to save the file (actually, I didn't mean to, Xixi), and we'll talk about it if there is any problem, ha.