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-   -   Bots and breakables... once again (http://forums.bots-united.com/showthread.php?t=2772)

>BKA< T Wrecks 07-10-2004 16:23

Bots and breakables... once again
 
Hey sPlOrYgOn, I don't know what you did with the code concerning what bots do with brekables, but I noticed two things that almost are a bit contradictory:

1) Bots no longer shoot breakables only if a connection goes right through them; the code seems to be more "tolerant" now. This is GREAT! =) (Makes a waypointer's life a lot easier...

BUT:
2) When waypointing de_chemiSE, I noticed that bots would get stuck in a breakable window, but not everywhere! Once a bot got stuck, I couldn't even command it to a different WP using "pb debuggoal" to unstick it - it was so solidly stuck that it couldn't leave the spot any more!
Confusingly enough, in other places it worked perfectly.Do you have any clue at all what might cause this behaviour?
I can post some screenies if you are interested and/or think that might help...

[Btw, bots even revealed the map's easter egg to me because it was hidden behind a breakable wall... they seem to tend to shooting breakables that are near their position now, no matter if they need to shoot them in order to proceed. E.g. a sniper will approach a camp WP behind a window and shoot the window to pieces.... pretty cool! :D ]

*EDIT*
Another thing... In the map de_frosty, there are some unbreakable windows. I had waypoints right next to them, but bots would end up shooting all their ammo into the windows even though there was no connection leading through... odd. Maybe this is linked to the bug I mentioned, too?
/EDIT

sPlOrYgOn 08-10-2004 01:24

Re: Bots and breakables... once again
 
yea it's a problem when theres a little something just before the window..
This happened because I switched it to head_hull instead of point_hull..
head_hull sends a "thicker" line to see whats there and most likely it hit probably the window sill or something..
It's already been fixed in b44...
[edit]
I'll have to check de_frosty...
[/edit]
[edit2]
I've figured it out..
the material is unbreakable glass...
bleh.. wonder how to get the material of an object...
*goes looking through files*
[/edit2]

>BKA< T Wrecks 08-10-2004 11:15

Re: Bots and breakables... once again
 
1 Attachment(s)
Hmmm... I attached a thumbnail to show the windows. They go right from the ceiling to the floor, and even the window frame is a func_illusionary or something; at least the bots can pass right through.

sPlOrYgOn 09-10-2004 01:11

Re: Bots and breakables... once again
 
sends tracehull from the waypoints he last went through...
don't worry it'll work next release..
and I cannot find a way to detect func_breakables with their material as unbreakable glass...:(

>BKA< T Wrecks 09-10-2004 01:56

Re: Bots and breakables... once again
 
Well, that's not the worst problem. I haven't yet had a map where it wasn't possible to place waypoints in such a distance from unbreakable glass that the bots don't get close enough to try and shoot it. My waypoints for de_frosty work fine now, but if you had a look at them, you would see how I worked around those windows...;)

>BKA< T Wrecks 26-10-2004 16:47

Re: Bots and breakables... once again
 
Oops, new problem! I'm currently waypointing cs_office_cz... There are two elevated sniper rooms near CT spawn, just in the original map. Well, to speed up the bots' movement a little, I waypointed jumps right through the windows and into the yourtyard. However, bots fail to break the windows. And this time, they CAN be broken.

sPlOrYgOn 27-10-2004 02:01

Re: Bots and breakables... once again
 
they don't check for breakables while jumping :(
I guess this can be changed but then they will get stuck at the windows at ct spawn in de_frosty...
does anyone know how to detect if the glass is breakable or not? I couldn't find a way... maybe if I went through the BSP itself..

Whistler 27-10-2004 11:18

Re: Bots and breakables... once again
 
"does anyone know how to detect if the glass is breakable or not?"
well, I think count floyd has already done this in util.cpp, but sorry I've forgot the original function name. just search for "breakable" and I hope you'll find it

Pierre-Marie Baty 27-10-2004 13:04

Re: Bots and breakables... once again
 
When a glass is breakable its entity classname is simply named "func_breakable". It's not enough to check that tho, you also need to ensure that this entity allows taking damage, and that its health is not unreasonably high. The crates in dust are breakable too, but virtually indestructible (but by the blast).

sPlOrYgOn 28-10-2004 02:20

Re: Bots and breakables... once again
 
yea it takes damage and everything..
I tested all the variables in a breakable glass and an unbreakable glass and they were exactly the same.. except in Hammer one you would set the material type to "Glass" and the other you would set to "Unbreakable Glass"

>BKA< T Wrecks 10-01-2005 17:43

Re: Bots and breakables... once again
 
*BUMP*

New problem: Now bots are so keen on shooting breakables all around them that they even shoot the very breakables they are walking on. So when they have to cross an abyss on a wooden log or when they are walking over breakable ice, they make themselves fall down, which is pretty stupid.

In some maps like de_sahara, it makes certain passages unavailable for bots which worked perfectly before. In de_chateau, there are some boards used to cover a gap in the floor - guess what will happen now?

Can their detection of brekables be limited to breakables around them and not under or above them? The only occasion when they really need to shoot a breakable above or below them is when there's a WP connection passing through that breakable or at least near it.

The ideal solution IMHO would be to leave the code concerning breakables around them as it is, and change the code concerning breakables above/below them in a way that they detect breakables only in a certain proximity to a connection between waypoints.

sPlOrYgOn 12-01-2005 03:36

Re: Bots and breakables... once again
 
oops I forgot to respond to this post :D
I'll fix it :)

KWo 12-01-2005 08:23

Re: Bots and breakables... once again
 
Quote:

Originally Posted by >BKA< T Wrecks
New problem: Now bots are so keen on shooting breakables all around them that they even shoot the very breakables they are walking on.

I may confirm. For example - cs_arabstreets. There are 3 box's near building where hosteges are, and one of them is breakable. Bots should jump on these boxes to climb-up at the one a the top, but they shoot to the first one and after they have big problem to jump at the second one. :)

Pierre-Marie Baty 12-01-2005 10:41

Re: Bots and breakables... once again
 
Ideally bots should not shoot at breakables if there's a waypoint on top of it.

KWo 12-01-2005 11:04

Re: Bots and breakables... once again
 
Ideally bots should not shoot at breakables if they don't need crash breakables. :)
I mean this - if bot needs to go throw some glass (or some other breakable) from WP x to WP y (and there is a connection between these WPs) - if bot detects it as an obstacle to go - then it should shoot at it. It's human like - we do the same - we shoot only at these breakables they are some obstacles for us. Don't need to shoot at all possible breakables arround. :)

@$3.1415rin 12-01-2005 17:12

Re: Bots and breakables... once again
 
really ? don't you get sometimes bored in assault as an terror and start shooting those glass stuff ? hehe, I often do, and so my bots :P

KWo 12-01-2005 18:05

Re: Bots and breakables... once again
 
Seems - I have to see how Your bots are good on cs_house and cs_arabstreets then... ;)

>BKA< T Wrecks 12-01-2005 20:34

Re: Bots and breakables... once again
 
The most difficult part could be that going back to like it was before (bots would only shoot a breakable if a connection went right through it, which prevented bots from shooting more than one breakable and thus could cause them to get stuck) is not a good solution. Bots should still be able to destroy two or three annoying breakables (e.g. wooden boards that block a shaft entrance), but only if a connection passes nearby... I hope that's possible. ;)

@$3.1415rin 12-01-2005 20:37

Re: Bots and breakables... once again
 
Quote:

Originally Posted by KWo
Seems - I have to see how Your bots are good on cs_house and cs_arabstreets then... ;)

as I said, they only shoot at breakables when being bored, i.e. having seen no enemy for 30secs or so ... and of course when they have to get somewhere thru

Eraser 13-01-2005 00:15

Re: Bots and breakables... once again
 
Quote:

Originally Posted by @$3.1415rin
as I said, they only shoot at breakables when being bored, i.e. having seen no enemy for 30secs or so ... and of course when they have to get somewhere thru

Got to agree, the bots have got to have some rage....

*NEW BOT* RAGE BOTS!!! SHOOTS EVERYTHING! ;)=)

>BKA< T Wrecks 13-01-2005 00:48

Re: Bots and breakables... once again
 
Well... they do. ;) In one map, they even showed me the easter egg by shooting a totally unsuspicious wall for no reason at all until it crumbled down and revealed the map credits. I'd never have found it myself... o_O

Eraser 13-01-2005 02:16

Re: Bots and breakables... once again
 
lol, same sort of story; after i waypoint as_palace, i had this jump bit over a little piece of railing, i started the map, i watch a bot jump on it, couldnt move, then shot it! i was quite surprised ;)

[NvT]_KaszpiR_ 13-01-2005 21:29

Re: Bots and breakables... once again
 
on de_52andalusia some bots shot lot of ammo to destroy stailrs from wood, no idea why, cause breaking it is not so important

Gismo 12-03-2005 14:13

Re: Bots and breakables... once again
 
My problem with breakables now is that they no longer get into the vent in CS_Paris. I have tried to waypoint it so that it actually goes through the vent cover but they seem to be ignoring it now. This makes them sitting ducks for any CTs in the tower. I may have to go back to R2B45 as this stops the Ts assaulting the CTs from behind and covering the rescue zone.

I also have the jumping bot syndrome and will look out for the AWM but I'm pretty sure the bot I saw leaping about had an Aug (bullpup - whatever they are called now) and was trying for an AK.

R2B45 didnt have any problems getting to the bombsite for a defuse. 46 does sometimes and seems to exhibit the same jumping up and down like the gun pickup problem.

The AWM code for R2B46 works and there are loads of complaints about "that AWPing" bot.

Grenade code is better but any way to speed up the throwing? They get caught with a nade in hand too often instead of a quick throw.

Also for an experiment, I tried to set up a game CZBots Vs the PODs. I've not quite got it to work yet but I thought it would be an interesting experience to have a deathmatch with them. I'll let you know if it works and how it turns out.


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