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Let go off auto-waypointing?
I played with RB and since a friend of mine was the server we had to let his bots learn maps... which sometimes just did not quite work out. We wanted to play a good game, but instead we where learning/teaching the bots nav side a lot, and it took a lot of time before i could actually 'enjoy' the game.
So i wonder, should i just make this nodes thing (auto) optional? I am thinking of the following: - generalize goals (no more CT_SPAWN WPT, more like CT SPAWN AREA) - make 'auto nodes' optional (or even remove it!) - let user be able to waypoint maps I think even this would not even be a problem to me to waypoint/node them myself. I'd rather enjoy good performing bots then none-performing/half-performing (since i know their potential). We can also try the nav-mesh theory, but i would like to see it working in PMB's bot first, and i wonder what much advantage we have... Anyway, thoughts? |
Re: Let go off auto-waypointing?
navmesh yay!!!!!
This navigation works out great in the Official Counter-Strike Bot:) Go for it Stefan:) |
Re: Let go off auto-waypointing?
I'm sure it's a good idea, cause i'm downloading realbot to practice my aim and stuff, not to teach the bots maps :\
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Re: Let go off auto-waypointing?
navmesh is complicated for me atm, because i have only a vague idea how it works (in theory that is), not in code. PMB said it would be easy to implement, so i bet its handy to take a study on it. Any help on this is appreciated ;)
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Re: Let go off auto-waypointing?
Have you read this tutorial by PMB? It's really good stuff:)
Navmesh Tutorial: http://racc.bots-united.com/tutorial-navmesh.html |
Re: Let go off auto-waypointing?
Yes, i have read it, and i am reading it again. I guess i suck more in math then pmb atm. But frankly i don't have time atm to work on this.
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Re: Let go off auto-waypointing?
i dont like the idea of having to download wp files, so i heavily suggest not reverting to that. it might be nice to turn off the autonoding tho. would save a little cpu, and prevent silly nodes from being added. it would also be nice to be able to remove a node, or maybe all connections to that node or something.
the navmesh thing looks really cool. if u can get that to work, then i definitely suggest doing that. of course that does take time to learn it and then implement it. i like the current way of autonoding, altho it does take a while to get the paths down. i usually just run around for one full round, then add the bots. it gets enough paths to play on, and then i just try to take different routes every time. |
Re: Let go off auto-waypointing?
you can edit nodes connections (removing all, adding connections, etc) already davek ;)
I am giving it a second chance. |
Re: Let go off auto-waypointing?
true, but i dont like to removeall and start over. that is what it does right, remove all nodes? or does it just remove all connections to the node i am sitting on? guess i should go :RTFM:,
:D stilllove that smilie. despite its like of smiling. i have also done the removeto, but that gets really complicated when u get a lot of nodes in a tight area. |
Re: Let go off auto-waypointing?
I think PMB's navmesh is a bit different from Michael Booth's one. PMB's still needs a bit of "training" (it doesn't calculate the connections but tracks player movement to add "navlinks"), but Michael Booth's just calculates the connections directly.
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