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

KWo 02-10-2008 20:37

Re: Podbot Beta 3.0 Updates? ^^
 
Small update - V3B20a
+FIXED the calculation of the path's length according to the "danger" data experience.
+FIXED the problem with spinning bot while throwing nades.

Still the filebase is not working, so please use the mirror.

Hex-a-Decimal 04-10-2008 13:03

Re: Podbot Beta 3.0 Updates? ^^
 
Wow, an update! :clap: Nice job! :)

KWo 19-10-2008 16:57

Re: Podbot Beta 3.0 Updates? ^^
 
Small update - V3B20b
+FIXED problem with CT bots not defusing the bomb sometimes (no anyone nearby and they didn't defuse).
+FIXED problem with usage of buttons triggering double door (consisting left and right part like on cs_chemical).

AlexBreems 18-12-2008 21:57

Re: Podbot Beta 3.0 Updates? ^^
 
where is a new version? :)

KWo 20-12-2008 20:51

Re: Podbot Beta 3.0 Updates? ^^
 
Since 2 months I haev't had time to code anything for podbot mm. Maybe I'll find some frree time at the beginning of the new year.

AlexBreems 24-02-2009 13:58

Re: Podbot Beta 3.0 Updates? ^^
 
project is dead? o_O

KWo 24-02-2009 15:02

Re: Podbot Beta 3.0 Updates? ^^
 
Let say - in standby mode. :)

Sputnik53 04-03-2009 15:15

Re: Podbot Beta 3.0 Updates? ^^
 
The current version of PodBot gives me strange fps loss on every round start.

Already tried lowering pb_dangerfactor, no use. There's only one (well two) things I touched in podbot.cfg:
Code:

# Weapons, equipment and ammo restriction (for buying)
# bit numbers meaning - the left one is the 0 in that string cvar
# Pistols restriction
# 0 - KNIFE
# 1 - USP
# 2 - GLOCK18
# 3 - DEAGLE
# 4 - P228
# 5 - ELITE
# 6 - FIVESEVEN
# Shotgun restrictions
# 7 - M3
# 8 - XM1014
# SMG restrictions
# 9 - MP5NAVY
# 10 - TMP
# 11 - P90
# 12 - MAC10
# 13 - UMP45
# Rifles restrictions
# 14 - AK47
# 15 - SG552
# 16 - M4A1
# 17 - GALIL
# 18 - FAMAS
# 19 - AUG
# 20 - SCOUT
# 21 - AWP
# 22 - G3SG1
# 23 - SG550
# Machine Gun restriction
# 24 - M249
# Shield restriction
# 25 - SHIELD
pb_restrweapons "00001110101111000000001101"

# 0 - vest
# 1 - vest and helmet
# 2 - flashbang
# 3 - he grenade
# 4 - smoke grenade
# 5 - defuser
# 6 - night vision googles
# 7 - primary ammo
# 8 - secondary ammo
pb_restrequipammo "000100100"

PB is 3.0B20a and MM is 1.19 (also using AMXX 1.8.1.3746).

Just tested on listenserver, works fine. Using them HLDS makes them lag (playing on the same comp on lan).
I have a Quad Core and they've worked perfectly before (a couple of versions back).

AlexBreems 14-04-2009 17:41

Re: Podbot Beta 3.0 Updates? ^^
 
Quote:

The current version of PodBot gives me strange fps loss on every round start.
At me too...


I have compared Yapb and PodBotMM and I had questions:

- PodBotMM not bad use nades but Yapb it is even better, why?

- Why not to create the program for adjustment of BodBotMM as it it is made at Yapb?

- Why Yapb load CPU less?

- And question not in a theme: why PodBotMM do not choose at creation the fifth models of players from CS:CZ (militia and spetsnaz)? I suggest to create cvar pb_cz

If it is possible add radio command support "Stick together team"


All it only for improvement PodBotMM :blush:

AlexBreems 02-07-2009 15:35

Re: Podbot Beta 3.0 Updates? ^^
 
Has absolutely casually found out 3B20c the version, what in it new and why you have not placed data on it here?

KWo 03-07-2009 10:02

Re: Podbot Beta 3.0 Updates? ^^
 
I was messing up something with aiming for moving targets, but since it didn't help much I didn't release it with any changelog and any info. It was just a test version. You can tell me if You can really see any difference between V3B20b and V3B20c.

FR0NTLINE 03-07-2009 18:50

Re: Podbot Beta 3.0 Updates? ^^
 
Can I mention bots using the use key when falling off a building. parachuting? Please lol.:pinch:

mattisbogus 25-08-2009 02:56

Re: Podbot Beta 3.0 Updates? ^^
 
Quote:

Originally Posted by AlexBreems (Post 59903)
At me too...


I have compared Yapb and PodBotMM and I had questions:

- PodBotMM not bad use nades but Yapb it is even better, why?

- Why not to create the program for adjustment of BodBotMM as it it is made at Yapb?

- Why Yapb load CPU less?

- And question not in a theme: why PodBotMM do not choose at creation the fifth models of players from CS:CZ (militia and spetsnaz)? I suggest to create cvar pb_cz

If it is possible add radio command support "Stick together team"


All it only for improvement PodBotMM :blush:

Good I'm finally relived to see that I am not the only person with this problem. I started out using 3.0B20a and the bot is great... only it will cuase tremendous lag for HLDS and high pings. With very low amount of bots/humans it isn't so bad, but even with 10 bots 5 humans, pings sometimes just go very high.

I thought this was problem on my end. Server settings something?! But come to find out after using older version of podbot, it has to be because 3.0B20a because now running older version of podbot I can run 26 slots server 8-9 humans 16+ bots and no high pings...

This sucks because I know I am missing updates and fixes with the bots, but I can't play with higher version :(

KWo 26-08-2009 21:51

Re: Podbot Beta 3.0 Updates? ^^
 
If someone is interrested to help me in narrowing down the bug with high ping, please post at pm. I'm going to upload somewhere couple of older versions to narrow the exact numbers where the ping is OK and the next version - the ping is high. That means copule of hours of testing for You, but then I can take a loook what I have changed in the code between 2 particular versions.

KWo 13-09-2009 16:54

Re: Podbot Beta 3.0 Updates? ^^
 
After almost one year of break - a small update - V3B20d:
+Changed a bit aiming for moving targets (V3B20c - not released).
+Optimized the code for lookup enemies - it should reduce the CPU usage about 30%.

Please test it and let me know if You can run now about 20-24 bots on the server without having a high ping for human players.

addam 31-10-2009 05:25

Re: Podbot Beta 3.0 Updates? ^^
 
Hi there,

I found a little problem with the linux version of the latest beta (32bit).
The bots never use their flashlight on darker maps, and their are aiming perfect on full dark places to.

I have the same config on my windows machine (same amxx+cfg, same plugins, same podbot + cfg), and its works perfect.

Any idea?

Thanks!

KWo 12-11-2009 10:26

Re: Podbot Beta 3.0 Updates? ^^
 
Another small update - V3B20e:

+Changed a bit and optimized the code for unstuck bots (especially when the bot is stuck with other bots/players).
+Changed finding "BestWaypoint" for navigation (if the new WP in path is used by another bot/player, the bot will take another WP connected with the previous and next WP only if the next is visible from the prevoius one - that check was prevoiously missing).
+Reverted back the check if the heard/last enemy is far away behind any obstacle (to prevent look the bots at the wall).
+Added the new feature - if the bot follows waypoints while walking according to the path and it has to change the direction more than 40 degrees (if it would continue exactly the same direction - the angle would be 0 degrees), then it stops for 0.5 sec and then it continues his way.
That should prevent the situation when - i.e. - the bot changes the direction 90 degrees and it hits the wall instead the door.

Please test it and let me know if this version works better for You.

mattisbogus 12-11-2009 19:10

Re: Podbot Beta 3.0 Updates? ^^
 
This build is excellent! No laggs with 20+ bots! Also the changes and new features are great! The bots seem to get stuck a lot less often now.

Thank you KWo.

Ry Spy 05-12-2009 06:36

Re: Podbot Beta 3.0 Updates? ^^
 
@KWo:

Thanks for the hard work :)

mattisbogus 18-12-2009 07:40

Re: Podbot Beta 3.0 Updates? ^^
 
I am really happy with V3B20e so far, I only have a few things I have noticed that I don't like very much.
Quote:

+Added the new feature - if the bot follows waypoints while walking according to the path and it has to change the direction more than 40 degrees (if it would continue exactly the same direction - the angle would be 0 degrees), then it stops for 0.5 sec and then it continues his way.
That should prevent the situation when - i.e. - the bot changes the direction 90 degrees and it hits the wall instead the door.
I think this is causing the bot to a lot of times look in the exact opposite of where he should be looking, instead of ahead of him. This isn't good especially when comming up on an enemy, his back is faced towards him most of the time. I may be wrong though about this feature, though, I still have noticed in this version they don't look the right way while walking usually.

Also it's kind of random but sometimes a bot will just sit in one place for awhile without anyone near him and no camp spot. He just looks like he afk ^^ but he eventually moves...

Also, I might have mentioned this in PM, but most of the time a bot will not look in the right direction the camp spots are directing them to look. They usually look at the wall, and also for example: a CT will try to camp in a T only camp spot. I might have mentioned this already.

Freakz 19-12-2009 18:56

Re: Podbot Beta 3.0 Updates? ^^
 
I agree with all written by mattisbogus.
These new bots are good i.e. they consume less CPU and the ping is low, but still they act stupid most of the time. Like was said before, they stop where they don't have to stop, they look where they don't have to look, and they camp where they don't have to camp.
They usually get killed when they enter doors 'cause they don't even watch where they go. It would be REALLY good if they watched the SAME direction they walk.

sacripan 24-12-2009 00:49

Re: Podbot Beta 3.0 Updates? ^^
 
When they run, it is impossible to look that the sky or only its feet. When they run, it is not possible to hear the noise of step of others. They cease running, they listen, they turn and they go there. But they never stop to aim at a wall during 1 minute as though they saw across.

KWo 31-12-2009 01:30

Re: Podbot Beta 3.0 Updates? ^^
 
Yet another small update - V3B20f:

+Fixed problem with bots looking wrong direction at walking (in most cases they should look forward, but it may happen they are also looking at danger position - which isn't forward). That should reduce their looking at the wall.
+Fixed problem with not updating the global experience if the overflow was about to happen.
+Reverted back some function in sound slimulation (the sample of the sound is now also taken in account for 2 sec instead of 1 sec; the new sample is taken into account if the new sample's volume is higher than the old one)

Please test it and let me know if this version works better for You.

KWo 02-01-2010 22:24

Re: Podbot Beta 3.0 Updates? ^^
 
One more time a small update - V3B20g:

+Small change for unstuck code. They should better unstuck from them-selves (faster).

Please test it and leave a feedback here (also for V3B20f changes - of course - included already in V3B20g).

Freakz 06-01-2010 23:53

Re: Podbot Beta 3.0 Updates? ^^
 
They still stuck and act stupid, sometimes even worse than before. They stuck even at free spaces, just stand still and won't do anything. Also, now they sometimes, don't watch where they get shots from, and accordingly, don't shoot back. They just keep walking like nothing's going on, or like they're more bothered about what's happening between their legs lol. Yeah, it looks like that. Sometimes...

Therefore, i moved back to V3B20e.

sacripan 09-01-2010 15:34

Re: Podbot Beta 3.0 Updates? ^^
 
At the moment, I am satisfied with improvements. Remain to notice better. Things continue surprising me:
- bots try to take back up the unidirectional ways. If I point out sense, I know that this cannot pass upside down
- they seem to favour jumps in other ways.

KWo 09-01-2010 22:03

Re: Podbot Beta 3.0 Updates? ^^
 
Quote:

Originally Posted by sacripan (Post 60974)
- bots try to take back up the unidirectional ways. If I point out sense, I know that this cannot pass upside down

This is one way of unstucking if they feel they are to close to each other. It looks much better if they go back than if they are just stupidly jumping all the time.
Quote:

Originally Posted by sacripan (Post 60974)
- they seem to favour jumps in other ways.

If they cannot unstuck other way - then finally they are trying to jump to unstuck.

sacripan 10-01-2010 01:59

Re: Podbot Beta 3.0 Updates? ^^
 
when bots, for instance, descent and cannot go back up, I put an unidirctionnel
when bots can go back up by a simple jump or a squatted jump, I put a bidirectionnel without jump.
when bots risk of falling between the surface of departure and that of arrival, I put a jump.
I create waypoints almost every day

i don't know their logic and what makes that they choose a way instead of other one..

I don't understand that a bot CT don't go to deactivate or to help to deactivate when the bomb is put down.
Of the best in the most poor skill, they should go towards the bomb to deactivate or attack terros around the bomb.
If the team risks losing, it is necessary to resist and not to go for a walk.

An idea in passage, in game, would be it possible to point out to the player the closest objective and possibly the closest point of release?

KWo 10-01-2010 11:01

Re: Podbot Beta 3.0 Updates? ^^
 
Quote:

Originally Posted by sacripan (Post 60977)
when bots, for instance, descent and cannot go back up, I put an unidirctionnel

I believe You are using some google translations or something because sometimes it's very hard for me to understand what You are talking about and if You are asking the question or You are considering some fact.
I believe in that above You wanted to say You are puting "the path one-way direction". This is at least how it is called in the Waypoint Editor.

Quote:

Originally Posted by sacripan (Post 60977)
when bots can go back up by a simple jump or a squatted jump, I put a bidirectionnel without jump.

You have to put a bi-directional path, but You have to save the jump in the backward path. I mean You have to go to the point You want to back-jump from, You have to choose from the WP editor "Waypoint Add" and type "9. Jump". Then You will see some message like obserwation on and the code is waiting for You to make a jump. Once You do the jump back - the direction of the jump and Your speed You had to make it is saved (like recording on a tape) in waypoints file and whenever the bot will be there in that place - if he wants to go that direction back - he will be "playing" Your jump like from the recorded tape (with the speed and the direction). I hope that's clear. Otherwise - the bot may get stuck there and he may try to move a bit left, right then jump (but without any specified direction nor speed!!!). So he will not do this so well like You may expect.

Quote:

Originally Posted by sacripan (Post 60977)
when bots risk of falling between the surface of departure and that of arrival, I put a jump.

That shows You know how to make a jump waypoint, but You just didn't know how and when to use them. It doesn't matter if they may fall down somewhere or not. If the bot needs a jump to go somewhere - You need to put a jump waypoint. Otherwsie it takes them to much time to realise they need a jump to pass somewhere.
I was fighting with their stupid jumping everytime they could go somewhere i.e. because they got stuck with other players bot. So I had to make them using jumps less frequently (normally the human-player is not jumping in one place all the time - I had it make more human-like). But that implicated a side-effect - those places they really need a jump for a bot are forcing the waypointer to put the jump waypoint. Otherwise - as I stated above there is a risk they will be stupildy trying to wait and look only at the destination waypoint, then move a bit - finally they will do a jump.
After writing that above I started to think to add in the code something like a "smart jump" (if the vertical angle between (2 waypoints origins) and (the line paralel to the grund between those 2 WP) is higher than some certain value, the bot should try to jump in that direction no matter if You put or not a "jump" waypoint. That should help in those places the bot will not fall down somewhere, but he needs a jump to go forward there.
But - as I wrote above - the jump waypoint saves not only the direction the bot has to jump to, but it saves also the speed the bot has to have to make that jump successful. That cannot be so easy written in the code.

Quote:

Originally Posted by sacripan (Post 60977)
i don't know their logic and what makes that they choose a way instead of other one..

Well - basically their choose at their spawn some "goals" (but not only map goals - it can be also a T/CT specific WP, it can be a camp WP, too). Then they are tryng to go there with a path with lower cost. Every WP they have got hurt nearby in not so long time history gets in account some "danger" value. More hurts/deaths near a certain WP - higher "danger" value is accumulated for that WP. So they have to balance the geometrical length of the way (just the shortest path in 3D) with the smallest danger path. That makes some optimal for them path to go somewhere (maybe not the shortest 3D and maybe not the most safe - but just optimal).
There are some conditions they are not looking at the "danger" but they just choose the shortest 3D path (but I would need to search through the code to find it). That is independant of their skill. Their skill is related to possibility to kill You (words sound playing "skill" to "kill") - to aim their crosshair at You and to press the fire button in certain time. The rest of behaviour is 99% not related to their skill level.

Quote:

Originally Posted by sacripan (Post 60977)
An idea in passage, in game, would be it possible to point out to the player the closest objective and possibly the closest point of release?

Please - rephrase - I didn't get that at all.

Freakz 10-01-2010 14:39

Re: Podbot Beta 3.0 Updates? ^^
 
I got one question. Why the bots aren't affected by flashbangs?

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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