Thread: Route System
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Re: Route System
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the bindlestiff
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Location: Washington state
Default Re: Route System - 10-08-2007

Tiger,

Several problems are apparent:
1. A route radius of 20000 is MUCH too large. You want to just barely cover the spawn areas and not much more. IF the route radius is too big, it'll interfere with the bot movement elsewhere such as when they reach an alt roam. You don't want the alt roams to be within the radius of the route! It looks to me like a radius of 550 is about right and covers the spawn area nicely. You can verify visually by setting the node editor to display radii and then going to the extreme limit of the spawn area and looking for the radius lines. Sometimes you'll have to go into /noclip mode and look inside the walls to see them at their ends. You can also mathematically calculate the diameter by going to two opposite ends of the spawn area, finding your coordinates in the map at each one (/viewpos in the console gives you x,y,z coordinates). Using simple geometry (square root of [(x1-x2) squared + (y1-y2)squared + (z1-z2)squared]. Then the radius is one-half of the result.

2. Your path node radii are too large in most cases. You don't want their radii touching walls, doors, etc because the bots will, in making turns, sometimes swing wide and get stuck on doorways, bounce around trying to avoid obstructions, etc. You also should pay attention that node radii don't overlap each other too much. That can confuse the bot navigation because they may not be able to tell where they are.

3. Your bots will never be able to climb the tall ladder because your path approach is from the side. I guarantee you that they'll almost always get stuck on the side of the ladder. You need to path the bots so they they approach a ladder straight on or as nearly as straight on as you can manage in a given situation. Have a look at other waypointed maps with lots of ladders (my map of mp_island is a prime example -- whew, that was map was a trial!).

In order to properly test a route, you MUST first disable ALL other competing actions. In your case, your route points to a dynamite action. There are six other dynamite actions in the map. If you don't disable them, your engineer will make a random choice of all the dynamite actions open to him and will take your route just one time out of seven, on average. Furthermore, you must modify the route's pathactions so that only one is active (as you have done) so you can verify that the bot will go directly to that alt roam and no other. I do this by kicking all the bots and then just /addbot one engineer. Then I follow him around to his destination.

4. It turns out in your case that you have the alt roam on the shortest path to the dynamite plant, so the bot will go that way regardless of there being a route or not. To verify that the route setup is working, I moved the alt roam to a location that was NOT on the shortest way to the dynamite action. I stuck it in the tunnel where the delivery action is located. What I do before I set up a route is to send my bots to their destinations, one action at a time, to find out what the shortest routes are. If they're satisfactory then there's no need for a route.

IN SUMMARY: the route radius was too big and there are other dynamite actions competing for the engineer's attention. If tested correctly, THE ROUTE WORKS!

  
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