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-   -   Podbot Beta 3.0 Updates? ^^ (http://forums.bots-united.com/showthread.php?t=5226)

sacripan 10-01-2010 15:31

Re: Podbot Beta 3.0 Updates? ^^
 
Ok, try to translate yourself.

Désolé mais je suis français et obligé d'utiliser un programme de traduction.Il y a de nombreuses langues à travers le monde.
D'ailleur, y aurait'il la possibilité de changer le language des menus Podbot ?
(peut être dans un fichier txt optionnel)

Je demandais si par un plugin AMX ou AMXX, on pourrait faire visualiser aux humains les chemins entre les points de passage et indiquer par où aller à l'objetif le plus proche. Ce pourrait être utile aux joueurs ne connaissant pas la carte. Une fonction qui pourrait s'acheter.
Est-il possible de faire visualiser aux vrais joueurs, le chemin qu'utiliserait les bots pour y aller?
Peut-on visualiser par plugin AMX le trait qui devendrait une flèche pour indiquer vers où aller ?

Bug sur les sauts
Impossible d'arriver à un point par un saut et d'en repartir par un saut dans les deux sens. Il y en a toujours des sauts qui disparaissent.
Une solution consiste à utiliser 2 wayoints très prochez avec les problèmes que cela provoquent.
Est ce que celà pourrait être amélioré ?

KWo 10-01-2010 18:29

Re: Podbot Beta 3.0 Updates? ^^
 
Quote:

Originally Posted by Freakz (Post 60980)
I got one question. Why the bots aren't affected by flashbangs?

How many times did You try to blind them before considering it doesn't work? I may promise - I was using flashbangs against them about 2 weeks ago and it was working. If it really doesn't work anymore in newest version I'm surprised, because that code wasn't changed at all.

Quote:

Originally Posted by sacripan (Post 60981)
Ok, try to translate yourself.

OK - Connor helped me with that.

Quote:

Originally Posted by sacripan (Post 60981)
Désolé mais je suis français et obligé d'utiliser un programme de traduction.Il y a de nombreuses langues à travers le monde.

Je suis polonais mais je peut utiliser l'anglais.

Quote:

Originally Posted by sacripan (Post 60981)
D'ailleur, y aurait'il la possibilité de changer le language des menus Podbot ?
(peut être dans un fichier txt optionnel)

The idea for multilingual podbot should be posted in "Idea" sub-forum. Anyway - I'm not going yet to consider it in any next releases. As I stated somewhere at this forum - I'm focusing now on bug-fixing only (because of lack of time), so no new features will be added for a while.

Quote:

Originally Posted by sacripan (Post 60981)
Je demandais si par un plugin AMX ou AMXX, on pourrait faire visualiser aux humains les chemins entre les points de passage et indiquer par où aller à l'objetif le plus proche. Ce pourrait être utile aux joueurs ne connaissant pas la carte. Une fonction qui pourrait s'acheter.

If I understood it correctly - You want me to "make the possibility to see the closest path to the objective (i.e. bomb, hostage etc) and that would be possible to buy by the player (from his CS game money). That should be for those they are new for the map (they don't know yet where to go)." But how is this related to podbot mm? Bot code is not written like AMX / AMX X - You should have to ask at AMX X forum for that kind of plugin. Bot's code focuses on bots AI (so it is behaving human-like best as possible).

Quote:

Originally Posted by sacripan (Post 60981)
Est-il possible de faire visualiser aux vrais joueurs, le chemin qu'utiliserait les bots pour y aller?
Peut-on visualiser par plugin AMX le trait qui devendrait une flèche pour indiquer vers où aller ?

You have to know one thing - once the bot reaches a certain WP from many of them they belong to the certain path, the info about the previous WPs is forgotten. So only at the beginning - when the path is calculated for the bot - there is all info about all waypoints they belong to the ceratin path. Once the bot reaches some WP from his path - that WP is removed from "the path to go". SO there is no possibility to see (post factum) where the bot came from. Another thing - that info is stored only in bot memory used by CS, so AMX/AMX X cannot know any info from that memory - so they cannot do it for You. Sorry.

Quote:

Originally Posted by sacripan (Post 60981)
Bug sur les sauts
Impossible d'arriver à un point par un saut et d'en repartir par un saut dans les deux sens. Il y en a toujours des sauts qui disparaissent.
Une solution consiste à utiliser 2 wayoints très prochez avec les problèmes que cela provoquent.
Est ce que celà pourrait être amélioré ?

If You are creating a jump connection between 2 waypoints, then You are trying to jump back and the previous jump connection disappears - then there is a bug. If there are just some path connections not related to any jump, but You had put them manually - and they disappeared, I have to see an example as 2 jpg files. One before jump, second after jump - to see what and why it happens.

BTW - maybe try to use this translator instead google:
http://tr.voila.fr/

Freakz 12-01-2010 13:47

Re: Podbot Beta 3.0 Updates? ^^
 
Quote:

Originally Posted by KWo (Post 60983)
How many times did You try to blind them before considering it doesn't work?

I tried enough to say they're not affected. Or at least, they're not affected when a flashbang blows up behind them.

sacripan 13-01-2010 13:04

Re: Podbot Beta 3.0 Updates? ^^
 
Sorry, it's french langage, it's more easy to translate with the original message.

Je suis satisfait de la version béta actuelle mais j'ai peur que les bots se fassent mal au dos à se retourner si brusquement et si souvent!!

Serait-il possible que, lorsqu'un saut doit être fait d'une position debout vers une position accroupie, le bot essaye d'abord un saut accroupi (saut normal et accroupi pour la réception) au lieu de faire comme pour les autres liens vers un waypoint accroupi (c'est à dire se baisser d'abord avant d'essayer le l'atteindre et donc, dans ce cas, d'essayer de sauter ) ?
En ne mettant pas de saut, le bot à force de tentatives finira par trouver qu'on peut passer par un saut accoupi. Dommage qu'on ne puissent pas lui indiquer dès le début.

Quand on place un saut long, sans waypoint existant et que le wayoint se place visuellement dans le vide à l'endroit du début du saut, serait-il possible que le lien unidirectionnel avec le waypoint précédent s'initialise dans le sens du saut et pas le contraire?
(Ou alors en bidirectionnel)

Quand on fait un saut, le waypoint de départ se relie à tous les waypoints environnant (y compris les inaccessibles). Serait-il possible de ne le relier qu'avec les waypoints les plus proches ?
(comme pour l'ajout des autres waypoints)

KWo 13-01-2010 22:14

Re: Podbot Beta 3.0 Updates? ^^
 
Monsieur, pouvez-vous trouver un ami pour Vous aider traduire le francais to l'anglais? Il prend trop de temps si j'essaie traduire votre message moi-même. Je crois vous avez beaucoup d'amis alors - demandez à quelqu'un.

sacripan 31-01-2010 10:45

Re: Podbot Beta 3.0 Updates? ^^
 
Przepraszamy, ale wolą pozostawić tekst w oryginale

mattisbogus 31-01-2010 19:16

Re: Podbot Beta 3.0 Updates? ^^
 
I can report that I think this unstuck code works pretty good, but the newest version comes with some bugs I have noticed.

- Sometimes the bot will jump at random points when he shouldn't. I have noticed this happen more frequently if above him there are waypoints.

- They kind of have in-human turns when they are running. The movement is smooth, but they turn very very fast.

Other than these things I think the version is great. They seem to get stuck less often, and they camp at the right waypoints, and also look the correct way.

KWo 01-02-2010 21:42

Re: Podbot Beta 3.0 Updates? ^^
 
Yet another update - V3B20h:

+Another small change for unstuck code. They should better (again) unstuck from them-selves (faster).
+Changed the code to stop the bot while changing strongly the direction while walking. Now the bot stops only if the radius of the waypoint - where he should stop because of the direction chnage - is smaller than 49 units (so it doesn't happen anymore in any open surface - just somewhere near walls, doors like it should be).
+Added "pb help" function (i.e. write in the console "pb help add" to see more info about "pb add" command. That function was missing since the time SpLoRyGoN was coding podbot mm; he haven't had time to do it, but he really wanted it. Finally I found time to implement it.
+FIXED the code for cleaning unnecessary connections - it should take care more about any waypoint with JUMP flag, so You shouldn't need to repeat Your jumps to save them again because the code was cleaning some jumps connections, too.

Please test it and leave a feedback here.

sacripan 02-02-2010 13:45

Re: Podbot Beta 3.0 Updates? ^^
 
It's on my servers.

If you look how move the bots on my servers and that you are surprised of their displacements, are going to see how waypoints is made. They find the files of all maps which they play in the zip on our Website http://www.cscargo.net/cartes_cs/index.php?type=toute link towards the file zip on the name of the map or small picture. On http://www.cscargo.net/ there is the current playing map with link towards the file zip on the name map or on small picture.

PauliusBa 23-02-2010 21:38

Re: Podbot Beta 3.0 Updates? ^^
 
Quote:

Originally Posted by KWo (Post 61076)
Yet another update - V3B20h:

+Another small change for unstuck code. They should better (again) unstuck from them-selves (faster).
+Changed the code to stop the bot while changing strongly the direction while walking. Now the bot stops only if the radius of the waypoint - where he should stop because of the direction chnage - is smaller than 49 units (so it doesn't happen anymore in any open surface - just somewhere near walls, doors like it should be).
+Added "pb help" function (i.e. write in the console "pb help add" to see more info about "pb add" command. That function was missing since the time SpLoRyGoN was coding podbot mm; he haven't had time to do it, but he really wanted it. Finally I found time to implement it.
+FIXED the code for cleaning unnecessary connections - it should take care more about any waypoint with JUMP flag, so You shouldn't need to repeat Your jumps to save them again because the code was cleaning some jumps connections, too.

Please test it and leave a feedback here.

The stopping stuff makes mots look very unnatural. I think that the required angle should be increased.

I do believe in randomness. Some stuff just should be random - tactics, whether bot stops for a turn, chat behavior..

I waypoint, but the bots tend to use same paths and it is very difficult to manipulate with waypoints so they would use more ways possible in a map.

A big bug is hostage rescuing. In cs_max, there is a hostage on a box. Bots don't rescue them because they probably think that they need to be in the same elevation level.


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