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Correct walk speed?
I have noticed that simply deviding the current movespeed by 2 does NOT give you the actual walk speed used by CS. I can even hear my bots walk while they move slower , and they say in debug console that they are 'walking'.
Currently i have this: Code:
// walk only when NOT holding duck (is same as walking, combination makes bot super slow) |
Re: Correct walk speed?
I am using something similar but I always suspected it was wrong too... glad to be certain of it at last.
What you can do is to use PMTools to print your player's velocity when you're running and when you're walking, using different weapons, and see if one is always the half of the other (and if not, what fraction of it). In order to keep pressing the forward key when you're in the console, enter "+forward" in the console. When you want to stop going forward, enter "-forward". Same for walking. You can use this to check your player's velocity while in movement. *edit* P.S: be sure to do this when you're on a flat ground. |
Re: Correct walk speed?
I have run a little test:
Pistol/Knife: Running speed = 250 Walking = 130 M4A1 Running speed = 230 Walking = 125 MP5 Running speed = 250 Walking = 130 There is no simple 'devide to' formula in this one. You could do with the MP5 and such , devide by 1.913 or something, but then it would not match with the M4A1 I bet there are different walk speeds for all weapons. |
Re: Correct walk speed?
When I tried to make a bot for cs1.5 I got into this problem also.
I did experiments with the player and came up with this: Code:
float ABotBody::BodySpeed2RealSpeed( BODY_SPEED s, float flMaxSpeed ) const It semeed like a good approximation but did not investigate much. IIRC casting to int before the divisions was important and more accurate than using floats. The thing is you have to always keep track of the actual max speed (passed as a parameter here flMaxSpeed). I don't remember if intercepting engine's pfnSetClientMaxspeed always worked or not. Thanks I don't have this kind of variable maxspeed problems in IOS :) Hope this helps. |
Re: Correct walk speed?
i have tried your code, and it also lets the bots walk slow. But the strange thing is, you can still hear this player walking. I think its a bug in CS or something. THe bots 'walk hearing speed' is faster then the actual walk animation.
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Re: Correct walk speed?
What i did is this.
I checked out which speed the game dll assigns to players when, walking, croucing, proneing, running, walking slow Then i used those speeds to give to the bots. So instead of deviding the max_speeds. I assign speeds the game.dll would do. That way they move the same speed as clients do And the footstep sounds will be fixed then also. Cos the game.dll checks for client move speed and sets evironmental sounds to the player walking. running. etc etc. |
Re: Correct walk speed?
Well the safest way would be to record all speeds for the player in a big table to have a relation [equipment] -> {speeds}, because in CS speed depends on your equipment, so you'll have to measure every combination possible...
Stefan IIRC you also have to set the proper buttons pushed or released like a player would do (IN_RUN etc...). Just hang a minute I'll see if I can resurect my bot and check the sound thing under CS 1.5... Edit: Ok. The bots are walking and don't make walking sound and are playing the proper animation. At least with the starting equipment. Maybe my trick doesn't work for all kind of equipment or the version of CS you are running, dunno. In addition I have the following code to make sure the right walk buttons are pressed, just before sending the orders to the engine: Code:
if (m_IdealSpeed == BODYSPEED_WALK) m_ActButtons &= (~IN_RUN); |
Re: Correct walk speed?
In CS 1.5 normally the players would recieve their max speed from the game dll. In CS 1.6 it seems not to work that well anymore. I also found some glitches with health updates too. Anyway, i am going to try this 'IN_RUN' thingy and let you know if it worked.
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Re: Correct walk speed?
i have this code:
Code:
// walk only when NOT holding duck (is same as walking, combination makes bot super slow) |
Re: Correct walk speed?
Quote:
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