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-   -   breakable objects (http://forums.bots-united.com/showthread.php?t=7665)

Ancient 19-07-2010 17:09

breakable objects
 
I had a question about the bots and breakable objects.

I have made a situation where a breakable object is directly in the path between 2 waypoints. And the waypoint path is one way only.

My question is, how do the bots react to this?
I've noticed so far that the bots have to be directly against the breakable object in order to destroy it. And this caused many waypointing and navigating problems in the waypoints I have recently made (cs_backyard_cz and as_resident_evil_seige).

The idea should be to have a bot shoot a breakable object when the object is in the waypoint paths, that way the bot would have destroyed the breakable object before it got near it and any navigation problems wouldn't happen. This should especially be made for when using one way paths.

(Not sure if I put this in the right spot, because mainly I don't know how bots react to breakable objects).

http://www.CFEGames.com/downloads/up...ard_cz0000.jpg

http://www.CFEGames.com/downloads/up...ard_cz0001.jpg

Ancient 19-07-2010 19:26

Re: breakable objects
 
I tried a few ways to get around it.

One way was to add a waypoint right where the breakable object was. (Didn't work).
I tried adding ratios to the waypoints which made it worse.

This image is with 0 ratios and with a crouch waypoint right where the breakable object is.
http://www.CFEGames.com/downloads/up...ard_cz0002.jpg

KWo 19-07-2010 21:30

Re: breakable objects
 
More than likely You have found a bug...
The bot should destroy the breakable everytime if it is existing somewhere in the path between 2 waypoints the bot goes. Another case the bot destroys breakable obstacles is - if he realized he got stuck - the he is trying to find the breakable around him to destrouy it - so it should unstuck him.
There is also a certain distance the bot is reacting to breakables in (120 units).

Ancient 20-07-2010 04:07

Re: breakable objects
 
I don't think it's a bug, but rather a feature needing fine-tuning.

I'm not having problems with the bots breaking the objects, it just seems that they run into the wall or the breakable object, mess up their navigation and then break the object.
But by the time they break the object they are already stuck (as you can see from my above screen shots).

On my second post, those waypoints is how I'm going to keep it.
The tall waypoint (standing waypoint) has 0 ratio on it as well as all the other ones in the vent; however, the bots don't seem to follow the path lines very well in certain parts.

I'm gonna continue to test and see what mistake I'm making (if any) or if there is a way around it or a certain way to waypoint it.


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