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Joe91 edited this page Dec 25, 2022 · 8 revisions

IMPORTANT

!!! When using the trace function: make sure to use the launch-argument -vextdebug on Client and Server!!!

What is a trace?

Basically, a trace is a path that allows the bot to move around.

There are currently two types of traces

  • Infantry paths, paths which the bots will follow on foot.
  • Land vehicle paths, paths which the bots will follow when in any land vehicle.
  • Helicopters and planes are not (yet) supported.

Creating a trace

In order to create a trace, you need to have a server running fun-bots (we recommend the latest version, available here). You also need to have the appropriate permissions to create a path.

There is a 3-Part-Turial on Youtube. It's recommended to watch these tutorials before you start.

Tutorial Part 1 (Basics and Conquest):

https://youtu.be/2YbZeHu3ZUk

Tutorial Part 2 (Vehicles):

https://youtu.be/uFOa-Jfi-9M

Tutorial Part 3 (Rush):

https://youtu.be/jHCL7Vi18xk

You can open the fun-bots settings menu using F12 and clicking the WAYPOINT-EDITOR button.

image

You are greeted by a lot of buttons and options

Sharing your new traces with the community

When you have created a new share or updated an existing path, and it's of good quality, you can share it with the rest of the community and add it to traces database included in fun-bots. Therefore just post you map on the discord-server or sent it to me...

Creating an infantry path

Infantry paths are different for each gamemode, but all follow the same principle.

Infantry paths for any Conquest or Assault gamemode

The following paths are required to create a full map trace for any conquest or assault gamemode.

  1. Create a spawn point at the principal deploy points. (Red circle in the image below). This can be a straight line, a circle or anything else you want. Bots spawn on this path line. When your path is complete, save the trace. We need to add the objective to this path. Select the waypoint using the waypoint-editor and press Q on any node (red dots), open the Venice Unleashed console whilst the waypoint is selected and enter funbots.AddObjective <base us/base ru> based on the deploy location. Example - Success

  2. Create a path around flag A (Point A with a Green circle around it on the image below). Bots will spawn on this based on your fun-bots configuration. Just like the deployment point, we need to add the objective A to the path around the flag, do the exact same except instead of <base us/base ru>, enter A as objective.

  3. Create a path between the deployment point and the A flag. You do not need to give this an objective, bots will automatically use the appropriate path between two points.

  4. You need to create a path around all other flags (flag B, C, D, etc.), just like in the 2nd example. Create a path between all other flags (Colored orange on the image below). Every flag should be connected to each-other. Label the paths with all the connecting objectives. For example a path connecting A and B has to have these two objectives on it.

  5. Save it (Go to CLIENT in the WAYPOINT-EDITOR, and click SAVE. Do the same for the SERVER button.) You should receive confirmation (yell) once it's saved.

And you're done, that is the basic path you need for infantry. You can create multiple paths to the same objectives as long as the start and end have an objective.

Tracing scheme

Notes:

  • A path should always start, and end at an objective.
  • One path can link multiple flags, or even all flags. Example

Advanced: create a separate spawn point

You can create a separate spawn point by using the A spawn objective. Please note that a bot will always spawn on the first node of a spawn-path.

Infantry path for Rush

The following paths are required to create a full map trace for any Rush gamemode.

  • you need a base path for every defender-base and every attacker base (attacker-bases are the defender base from one index before, if no own base is defined)
  • you need paths around each mcom (not directly at, but around)
  • you need very short paths directly on the mcomcs
  • you need paths from every attacker-base to the mcoms
  • you need paths connecting the mcoms of the current stage
  • you need paths from the mcoms to the next mcoms (after they are destroyed)

--> pictures coming soon ;-)

Some special things

Naming of the objectives: You need to use the correct indexes:

  • mcoms start with index 1 up to the last mcom.
    • mcom 1, mcom 2, mcom 3, ...
  • bases start with defining Base 1:
    • base ru 1, base ru 2, base ru 3,
    • base ru 0 == base us 1
    • no need to create attacking bases, but it makes it a lot easier to create separated ones
  • the paths directly at the mcoms have to be labeled like this:
    • path on mcom 1: mcom 1 interact and so on...

Creating a land-vehicle path

The following paths are used by bots for land vehicles.

  1. Create a path from an objective to a nearby vehicle, the objective of this path should be vehicle <uniqueName>. At the end of the path when you are extremely close to the vehicle. Save the path and select the latest point of that path, open the Venice Unleashed console and enter AddVehicle whilst looking at the vehicle.
  2. Trace a path (we highly recommend having this separate from the infantry paths, as vehicles drive on roads and infantry are not supposed to walk on the roads) for the vehicle. Follow the same guidelines as for infantry paths.
  3. Save it (Go to CLIENT in the WAYPOINT-EDITOR, and click SAVE. Do the same for the SERVER button.) You should receive confirmation (yell) once it's saved.

Implementation Ideas

  • You can make the vehicle path go around a certain location. Example is the current CL - Grand Bazaar map where the bots drive around the map.

Known bugs and issues

This list contains all bugs and issues related to traces.

No current confirmed issues related to traces are reported. If you find an issue, please report them.

FAQ

Got a question? Don't panic, just read the wiki and the FAQ below. If you are still not sure, just ask us!

Q: Black points are still visible after removing a waypoint. Example

This is intended behavior. The black dots are orphaned nodes and get cleaned out on a save/load cycle. They are left in place so that they can still be interacted with in case of accidental removal.[1]

Q: I can't erase a waypoint?

You cannot erase or modify traces that have not been saved, these traces will be colored white. You must save the waypoint, select the waypoint and then remove it.

Footnotes

Issue related to black points visible after removing them [1]