View Single Post
Re: Let go off auto-waypointing?
Old
  (#26)
stefanhendriks
RealBot Author
 
stefanhendriks's Avatar
 
Status: Offline
Posts: 3,088
Join Date: Nov 2003
Location: Netherlands
Default Re: Let go off auto-waypointing? - 13-06-2004

@davek,

Lets say you are on a team with 10 bots, and you have made ONE path to to the terrorist spawn, meaning lets say 2 spawn points are connected. (2 goals).

This means for 10 bots that a few will move to one of the 2 spawn points. The others get a score of 1 (since the goal with the fewest bad score is checked you wont get accumulation that fast, unless EVERYTHING is score 1.. which will not happen with 2 good goals)...

now, when all things EXCEPT the bad goals are scored 1. The next round the bad scores get - 1 and all goals are again at score 0. Meaning the goals are 'in the race' again to be choosen.

THere is one problem, when a specific spawn point cannot reach the 'reachable' goals (because the spawns are not connected) , then bots can give the 'good goals' a bad score as well. However, since a few bots give those good goals NOT a bad score, they will eventually be choosen anyway.

The next step for me is to get the spawn points connected pretty fast. Do mind that when any RB version is officially released the RBN files will be included (as optional package though).

There is code that gives RB the posibility to 'walk around' when no nodes are present. It is quite hard though to make bots walk in a more logical way when there are no nodes available.


Author of RealBot, "Arrakis" and "Dune 2 - The Maker" | co-Founder of Bots-United | Fundynamic | Blog | E-Mail me
  
Reply With Quote