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Autowaypointing...
Hi! I want to create an autowaypoint system that will automatically create waypoints on the map depending on the desired radius...How can I do that ?
I have the ideea but it just wont come to me...:unsure: |
Re: Autowaypointing...
I would like to know that, too, for "my" podbot mm. :)
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Re: Autowaypointing...
Me too haven't actually created any kind of waypointing code. You can look at RACC, he is using and autogenerating navmeshes like the official CS:CZ bot. The navmesh is not actually waypoints, it is movable areas where the bot can go and special places where he can camp or jump and such, the basic is generated at first map load, the other part is continue to be generating by the real players moves. One thing is for sure, it's not easy stuff. :)
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Re: Autowaypointing...
there is an autowaypointing program in RealBot WIP version. However as POD-Bot is quite paranoid on the consistency of waypoints, it will still need to be improved a lot to be used with POD-Bots.
There is also Quake3 Arena which uses Area Awareness System for navigation, check out the Id Software FTP for the source, and there is a technical doc in the filebase as well. |
Re: Autowaypointing...
I put a rather complex auto waypoint generation into my RCBot that uses humans to generate waypoints automatically for use with HPB Bot type waypoints.
What I usually do is keep track of 5 last positions a player has been in (seperated by a little time) and whenever the current point is not visible fromn the last placed waypoint, a new waypoint is placed on the nearest visible point. This is for corner waypointing. There is also the distance taken into consideration, i.e. whether a waypoint already exists at the location wher you want to make a new waypoint, you don't want to make new waypoints in the sample place all the time. There are also other special cases such as ladders (which I tried to autowaypoint) and also jumping. for example, when jumping a JUMP waypoint is placed if none are around and then a new waypoint is generated when the player hits the ground, and a path is automatically formed from the jump waypoint to the ground waypoint. I have all the code here if any one can understand it! :P Code:
if ( IsAutoWaypointOn() ) |
Re: Autowaypointing...
There are lots of problems you can easily overlook when doing autowaypointing (like guys using hostages to reach otherwise unreachable spots etc.) and you don't have a map representation right from the start (which has the bots appear looking dumb at the beginning) so I wouldn't advise doing that.
If you're using other terrain representations one of these might be helpfull: http://serenity.uncc.edu/youngblood/...DE2008Hale.pdf http://www.aiide.org/aiide2005/talks/isla.ppt or just simulate a bounding box moving around like turtle rock studios did for their in-built bots in cs and cs:source. |
Re: Autowaypointing...
Somebody can knows where to take the information on algorithm autowaypointing at zBot?
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Re: Autowaypointing...
I only know (read in wiki), that zBot too uses created by Id Software: Area Awareness System, but improved by turtle rock studios
Sorry for my bad english, I use translator... |
Re: Autowaypointing...
Thank you for information
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Re: Autowaypointing...
nope, CZero bot is navmesh-based and not using 3D bounding boxes like Id Software. I think there is a presentation somewhere which has some (but not much) information about the CZero bot.
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Re: Autowaypointing...
hmm... But I read about this on russian wiki page: http://ru.wikipedia.org/wiki/Бот_(игры)
following there is written (ru): "исключение - Zbots, в котором используется режим AAS" translation: "exception - Zbots, in which is used a mode AAS" strange, but on english page is not present: http://en.wikipedia.org/wiki/Computer_game_bot There in general is not present word about zBot. P.S. I apologize for a false information |
Re: Autowaypointing...
Whistler's right:
http://www.gdconf.com/conference/arc...th_michael.zip (the old gdc presentation by the author of zbot) Meanwhile Q3 and the AAS Sources are open-source you could have a look yourself (isn't the Q3 Thesis in the File repository here as well?). It's fairly obvious that they are different when you compare the 2 generating methods used. Have a look at the navmesh editor of the bots. zbots uses the 2.5D representation where the AAS System used by the Q3 Bots and derivates use a simplified (real 3D Volume) BSP Tree. Also, AAS parses the existing Game BSP File (offline) where CS etc. generates online when starting the map. Dunno how this false information slipped into that wiki. It's 2 different shoes actually :glare: |
Re: Autowaypointing...
Mr. Count Floyd can you advise me clauses about zBot navigation and, or something about them.
P.S link does not work. |
Re: Autowaypointing...
I'm sorry that the link's not working (funnily it was just yesterday).
I do have a local copy of the presentation but it's several mb and too big to upload this from my workplace. Just try finding it in the forgotten realms of the internet :clown: As I'm not the author of zBot nor affiliated with Mike Booth or Turtle Rock I can only speculate and tell you things you could find yourself by doing some research, I'm sorry. Why are you so interested in it, anyway ? |
Re: Autowaypointing...
yapb and podbot mm are much more advanced in the general functionality than CZERO bots. They are also still supported/improved/developped - CZERO bot is not since about 3-4 years. The only advantage CZERO bots have is - auto generating waypoints/navmeshes which yapb / podbot mm don't have. Once that is not true (yapb / podbot mm can generate waypoints for the map automatically), the people have no reason to use those CZERO/zbots. I heard many times also at other boards (AMX / AMX X) the people are using zbots/CZERO bots ONLY because those bots don't force the admin to make manually waypoints nor search long time in the internet for them. Helping with making a function for auto generating the waypoints for the map (with existing yapb /podbot mm waypoints format) You would help to make podbots rules. :)
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Re: Autowaypointing...
I join to KWo opinion, I now am engaged YaPB (business slightly that I badly understand in programming - I ask to not criticize :) ) and consequently it would be rather interesting to me
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Re: Autowaypointing...
AFAIK CZero does a variation on this:
http://www.gamasutra.com/features/20020405/smith_01.htm (and have a look into the HL2 SDK) AAS parses the Level BSP File and creates a simplified BSP for itself. Both don't use waypoints for navigation though. I've posted some other links previously. There are at least 3 ways to auto-waypoint a map
Btw. I don't need to remind you who started the Podbot craze, do I ? |
Re: Autowaypointing...
You are, great man :)
P.S thx for info |
Re: Autowaypointing...
Quote:
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Re: Autowaypointing...
2KWo: for a basis I think it is possible to take algorithm from RACC bot (mapdata.cpp), but there it is necessary very much to alter...
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