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Re: Bot Aiming
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this is something in Michael Booth's docs about the official CZero bot, it seems to be different from the above algorithm, also I don't quite understand it
(the greek characters just messed up if I post it as text so I have to post it as picture) |
Re: Bot Aiming
ok, he looks at the speed, which isnt a bad idea neither. It's pretty similar to my code, but in my code k and d are a directly related ( k = 1-d ). looks a bit scary though since dw is normally used when having differentials, which he does not ... anyway, might be a simpler way to go, avoiding this time expensive log / exp stuff when calculating time independant angels instead of their derivatives. gotta put that to my win32 aiming test application :)
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Re: Bot Aiming
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Re: Bot Aiming
didnt knew my own code that well ... my code actually is the same, just that I think there is the need for framerate dep d and k
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Re: Bot Aiming
if you run around a bot using this aiming algorithm with a constant angular velocity, you won't be hit ( if momentum, speed are not at instant aiming and the bullet spread isnt that big :D ).
some more info : http://johannes.lampel.net/joebotxp/botaim/index.html the difference between the current angle will stay at a constant value, see diagram 1. This difference is related to the speed as (1-c)*currentSpeed. Thus the last diagram is the corrected one, which should allow a bot to kill you when you are running around a bot :D. so just a bit of correction is needed, and of course a local storage of the current state of the algorithm, before correcting :) Code:
float a=.95, // momemtum |
Re: Bot Aiming
the more i think about this exp log stuff, the less sense it makes ....
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