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hi , i have some question about podbot
hi , i have some question
1. i don't know why running on one route,all podbots will turn to face the same direction all time.it seems : when bot goes from waypoint (example) 1 to waypoint 2, if we see it turn to face to east ,all bots and all time they will face to east too does it because of waypointing ? if yes,do we encounter this when autowaypointing ? when manually wapointing ? sorry for bad english :d 2 .is it needed to reedit the "camp start" and "camp end" if we use newer version of podbot? i'm using older waypoint (2004-2006), and i 've read that with newer version of podbot,the old camps 's direction will be change and need to reedit. a .we will delete the old camp start and camp end , and recreat it? 3. "+ Added affecting bots by darkness (thanks to PMB and his RACC code) - same like above - if in the dark room the enemy is starting to fire at the bot, so he can see the fire from the enemy\\\'s gun - then the bot is fireing at that direction, too." is there a cvar to disable affecting of the bot to darkness,so that they can see us even in the darkness ? i'm using light entity so that i can see them in the darkness,so i don't need this function . 4.the bot see enemy but they don't shoot ,may this problem be fixed? |
Re: hi , i have some question about podbot
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pb wp teleport camp This function shoul telport You to the next (in WP numbering) camp waypoint. Then You just need to delete it and add again. Then You call from the console the same command "pb wp teleport camp" again. Quote:
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Re: hi , i have some question about podbot
thank you very much ,kwo,
well i know it's very hard to make bots work fine, and i ask for better bots ,sorry for disturbing you :) 1. bots don't see us in dark,so they won't shoot until they see fire from our guns ? 2. bots don't shoot enemy if it can hurt teammate, so if we set mp_friendlyfire to 0 and pb_ffa 0 (The bots will also kill their teammates) it can solve this problem ? 3. it seems bot chooses random direction to look up when going ,and sometimes they keep looking at the wall ( which enemy can't be at) ,it 's very dangerous 4. i shoot them many times but they don't know the direction of bullets and don't know who shoot them and they keep going , not shoot again 5.even i run beside them ,they don't hear and don't know enemy there 6.i don't know why sometimes they don't plan the bomb, this is because of waypointing / i have read waypointing tutorial but i don't know how to enable the bots to plant in that case and to defuse easily? 7. i have tried many waypoint i have downloaded but it seems that they doesnt good, could you please give me some waypoint you think they are good and the bots run fine? i 'm a beginner of waypointing and i want to have some experience , especially in making waypointing in speific places such as narrow,small windows,small vents,ladder at small vents in de_nuke the bots get stuck frequently .... by looking at good waypoint 8. somepeople when editing waypoint has add connection from top ladder to bottom,it makes bot go down ladder slowly even get tuck, i prefer add 1 way out going connection from bottom ladder to the top ,and add jump connection from the top to other waypoint near bottom of ladder (but not a ladder waypoint) (i am using no fall damage plugin so that i don't worry about bots lose hp when fall) please tell me should we do it? 9.after editing and saving waypoint is there a way to using "pb debuggoal" without restarting game ? such as reload waypoint file without restarting game so that we can test bot .if no ,could you please to add this function ? 10. when going ,sometimes the bots crouchs although they are at a waypoint (there is no crouch waypoint connect to it ),it takes many times and affects to the result ,especially if they are going to bombsite to defuse the bomb ( bomb blows before they go to the bombsite). 11. bots can't break the breakable entity by shooting ,if there is a breakable they will get stuck ( i see it when test "pb debuggoal" , but in game ,can it break the breakable glass by shooting? ) again ,sorry for asking too much because i 'm a newbie in using podbot :D 12. i don't know why bot keep running although i have used "pb debuggoal" ,after going to the target waypoint , he runs away ,how to keep he stand ,not run ? |
Re: hi , i have some question about podbot
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Re: hi , i have some question about podbot
thank you kwo :) i will refer it when go home,now i have some new problems :D
1. is there away to save waypoint with smaller size without losing any data? in cs:cz when save navigation file (nav),the experience people always save first after editing ,restart to reload nav file ,then switch to windows ,go to folder and delete .nav file ,then switch back to the game and save nav file,the navsize will be reduce because of all unused data has been left.it is very useful 2. with podbot and yapbbot waypoint, can we do it with no errors ? which is the different beetween podbot ,e[podbot] and yapb bot waypoint file ? i only see yapb bot waypoint to podbot waypoint converter, if we use the waypoint (which i have edited with yapb bot ) - for podbot and e[podbot],is there any errors and cause bots get stuck ? 3.do you know which will affect to the bot-cpu usage ? the amount of waypoints,the length of the connect path ? the amount of connections ?and how to know the cpu usage of the bots ? sorry many questions :D |
Re: hi , i have some question about podbot
1. The pwf file (with saved data about waypoint positions and connections) is usually less than 200 KB, so I don't think it can generate any problem for the server, the space on HDD etc.
2. From that what I remember the difference between yapb/epodbot and podbot mm waypoint format is the interpretation of camp waypoint data. So if You are using wrong file type (not right for Your bot) bots will look at strange directions at cam waypoints. I don't know if this is the only difference (You may need to ask at yapb and epodbot forums). 3. Amount of waypoints and amount of connections are affecting the CPU usage. The length of the path doesn't change anything. If You have more empty spaces - the density of waypoints should be lower - no need to put so many waypoints in open areas. But make sure if You need all connections between waypoints - usually there is a lot of unnecessary connections while waypointing the map. There is a code which is trying to prevent this automatically, but You still need to look and watch if this what the waypoint editor connects for You, You really need, |
Re: hi , i have some question about podbot
thanks again,kwo :)
1. i means if the useless data in the pwf file can affect the game performance and if we can leave it by a way (such as saving as i said above) 3. do you mean pb wp clean all :) i use it usually ,thank you very much |
Re: hi , i have some question about podbot
1. No. The cod doesn't know the data is useless - Yu need to delete such waypoints and connections Your-self.
2. Yes and no - during placing the new waypoint there is a working code to prevent automatically add useless connections, but sometimes it still fails, so You need later to use pb wp clean all. |
Re: hi , i have some question about podbot
thank you ,kwo ,it 's hard to find a person that can help me in yapb section ,so i ask for your help ,sorry
i read the thread http://forums.bots-united.com/archiv...hp/t-7477.html and found that Quote:
here is the file i can't read |
Re: hi , i have some question about podbot
I'm not sure about which readme.txt from YapB You are talking about, anyway I have found on my PC only this:
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