.:: Bots United ::.  
filebase forums discord server github wiki web
cubebot epodbot fritzbot gravebot grogbot hpbbot ivpbot jkbotti joebot
meanmod podbotmm racc rcbot realbot sandbot shrikebot soulfathermaps yapb

Go Back   .:: Bots United ::. > Cyborg Factory > YaPB
YaPB Yet another POD-Bot flavor by Whistler and Jeefo Counter-Strike

Reply
 
Thread Tools
Is it possible for YaPB(Godlike) to defeat zbot(Expert)?
Old
  (#1)
szfzafa
Member
 
Status: Offline
Posts: 24
Join Date: Apr 2010
Location: Nanjing, PRC
Idea Is it possible for YaPB(Godlike) to defeat zbot(Expert)? - 12-05-2010

Currently i'm using 2.55+(from googlecode)
this makes bots' aiming shaky a lot:
Code:
 
      // randomize the target position
      m_enemyOrigin = targetOrigin + ((pev->velocity - m_enemy->v.velocity).SkipZ () * m_frameInterval * 1.2f);
i removed this and add YaPB in one team, everyone in max skill, to fight against Zbot in the other side, but still Zbot beat the shit out of YaPB

anyone got some ideas to improve YaPB combat skill & performance?

thx.
  
Reply With Quote
Re: Is it possible for YaPB(Godlike) to defeat zbot(Expert)?
Old
  (#2)
szfzafa
Member
 
Status: Offline
Posts: 24
Join Date: Apr 2010
Location: Nanjing, PRC
Default Re: Is it possible for YaPB(Godlike) to defeat zbot(Expert)? - 12-05-2010

Quote:
Vector Bot::GetAimPosition (void)
{
// the purpose of this function, is to make bot aiming not so ideal. it's mutate m_enemyOrigin enemy vector
// returned from visibility check function.
float hardcodedZ = UsesSniper () ? 15.0f : 17.0f;
float distance = (m_enemy->v.origin - pev->origin).GetLength ();
// get enemy position initially
Vector targetOrigin = m_enemy->v.origin;
// this is cheating, stolen from official csbot
if (yb_hardmode.GetBool ())
hardcodedZ = (UsesSniper () ? 2.32f : UsesPistol () ? 5.9f : (distance < 300 ? 4.68f : 6.98f)) + hardcodedZ;
else
hardcodedZ = hardcodedZ - (0.6f * (100.0f - m_skill)) + engine->RandomFloat (5.0f, 6.0f);
// do not aim at head, at long distance (only if not using sniper weapon)
if ((m_visibility & VISIBILITY_BODY) && !UsesSniper () && !UsesPistol () && ((targetOrigin - pev->origin).GetLength () > (yb_hardmode.GetBool () ? 2400.0f : 1800.0f)))
m_visibility &= ~VISIBILITY_HEAD;
// if target player is a chicken reset z axis
if (*reinterpret_cast <signed short *> (INFOKEY_VALUE (GET_INFOKEYBUFFER (m_enemy), "model")) == (('h' << + 'c'))
hardcodedZ = 0.0f;
// if we only suspect an enemy behind a wall take the worst skill
if ((m_states & STATE_SUSPECTENEMY) && !(m_states & STATE_SEEINGENEMY))
targetOrigin = targetOrigin + Vector (engine->RandomFloat (m_enemy->v.mins.x, m_enemy->v.maxs.x), engine->RandomFloat (m_enemy->v.mins.y, m_enemy->v.maxs.y), engine->RandomFloat (m_enemy->v.mins.z, m_enemy->v.maxs.z));
else
{
// now take in account different parts of enemy body
if (m_visibility & (VISIBILITY_HEAD | VISIBILITY_BODY)) // visible head & body
{
// now check is our skill match to aim at head, else aim at enemy body
if ((engine->RandomInt (1, 100) < g_skillTab[m_skill / 20].headshotFrequency) || UsesPistol ())
targetOrigin = targetOrigin + Vector (0, 0, hardcodedZ);
else
targetOrigin = targetOrigin;
}
else if (m_visibility & VISIBILITY_HEAD) // visible only head
targetOrigin = targetOrigin + Vector (0, 0, hardcodedZ);
else if (m_visibility & VISIBILITY_BODY) // visible only body
targetOrigin = targetOrigin + Vector (0, 0, hardcodedZ);
else if (m_visibility & VISIBILITY_OTHER) // random part of body is visible
targetOrigin = m_enemyOrigin;
else // something goes wrong, use last enemy origin
targetOrigin = m_lastEnemyOrigin;
m_lastEnemyOrigin = targetOrigin;
}
if (yb_hardmode.GetBool ())
{
m_enemyOrigin = (targetOrigin + (m_enemy->v.velocity.SkipZ () * (m_frameInterval * 1.5f)));
// if uses sniper do not predict enemy position
if (UsesSniper ())
m_enemyOrigin = targetOrigin;
}
else
{
float divOffs, betweenDist = (m_enemyOrigin - pev->origin).GetLength ();
if (pev->fov < 40)
divOffs = betweenDist / 2000;
else if (pev->fov < 90)
divOffs = betweenDist / 1000;
else
divOffs = betweenDist / 500;
targetOrigin.x += divOffs * engine->RandomFloat (-g_skillTab[m_skill / 20].aimOffs_X, g_skillTab[m_skill / 20].aimOffs_X);
targetOrigin.y += divOffs * engine->RandomFloat (-g_skillTab[m_skill / 20].aimOffs_Y, g_skillTab[m_skill / 20].aimOffs_Y);
targetOrigin.z += divOffs * engine->RandomFloat (-g_skillTab[m_skill / 20].aimOffs_Z, g_skillTab[m_skill / 20].aimOffs_Z);
// randomize the target position
//m_enemyOrigin = targetOrigin + ((pev->velocity - m_enemy->v.velocity).SkipZ () * m_frameInterval * 1.2f);
}
return m_enemyOrigin;
}
it really sucks...feel strange...*_*
  
Reply With Quote
Re: Is it possible for YaPB(Godlike) to defeat zbot(Expert)?
Old
  (#3)
Immortal_BLG
Member
 
Status: Offline
Posts: 171
Join Date: Nov 2007
Location: Russian Federation
Default Re: Is it possible for YaPB(Godlike) to defeat zbot(Expert)? - 13-05-2010

Here also much depends not only from aiming....
  
Reply With Quote
Re: Is it possible for YaPB(Godlike) to defeat zbot(Expert)?
Old
  (#4)
szfzafa
Member
 
Status: Offline
Posts: 24
Join Date: Apr 2010
Location: Nanjing, PRC
Default Re: Is it possible for YaPB(Godlike) to defeat zbot(Expert)? - 13-05-2010

i have to admit that...
since I changed GetAimPosition like this:
Quote:
Vector Bot::GetAimPosition (void)
{// get enemy position initially
Vector targetOrigin = m_enemy->v.origin;
return targetOrigin;
}
but YaPB still aim shaky...
even can't mess with Zbot normal@_@

To the worst, the basic structure of combat in 2.5x versions was rewritten but works definitely much less effient than earlier versions(like 2.0.0.864)
is it on experienment, for jeefo?
  
Reply With Quote
Re: Is it possible for YaPB(Godlike) to defeat zbot(Expert)?
Old
  (#5)
szfzafa
Member
 
Status: Offline
Posts: 24
Join Date: Apr 2010
Location: Nanjing, PRC
Default Re: Is it possible for YaPB(Godlike) to defeat zbot(Expert)? - 13-05-2010

I also rewrote void Bot::CombatFight (void) function(in 2.0.0.864 style), maybe it turned out less shaky, through still shaky when attacking(shake between upright and downleft)...
In rounds of tests, YaPB vs zbot turns into a close match in some time, but obviously zbot is winning by a neck.

Soooooooooooo what makes YaPB shaky like that?
  
Reply With Quote
Re: Is it possible for YaPB(Godlike) to defeat zbot(Expert)?
Old
  (#6)
Ancient
PodBot MM's Laziest Waypointer
 
Ancient's Avatar
 
Status: Offline
Posts: 1,010
Join Date: Jan 2005
Location: Nebraska, United States of America
Default Re: Is it possible for YaPB(Godlike) to defeat zbot(Expert)? - 13-05-2010

I don't think it's a problem with BotAim since PodBot MM doesn't shake like that.
It will likely have to be something inside YaPB.


[Web Designer][Waypointer][Gamer]
CFE Games Administrator
[CFE]Games.com
[Never Trust the Untrusted]
  
Reply With Quote
Re: Is it possible for YaPB(Godlike) to defeat zbot(Expert)?
Old
  (#7)
szfzafa
Member
 
Status: Offline
Posts: 24
Join Date: Apr 2010
Location: Nanjing, PRC
Default Re: Is it possible for YaPB(Godlike) to defeat zbot(Expert)? - 15-05-2010

can't agree more.
and it happen only in ver1.00 and 2.55(googlecode)

now i'm switching to 2.51(last modified by ProRaiL)
  
Reply With Quote
Re: Is it possible for YaPB(Godlike) to defeat zbot(Expert)?
Old
  (#8)
JayDee
Member
 
Status: Offline
Posts: 10
Join Date: Sep 2011
Location: Germany
Default Re: Is it possible for YaPB(Godlike) to defeat zbot(Expert)? - 06-09-2011

Is it possible to use two bots at the same time ?!?
Never thought about it.
But im using CS 1.5 so zbot won't work for me...
Can I use instead of zbot JoeBot or something with Metamod
and Podbot at the same time without any errors or bugs?!?
  
Reply With Quote
Reply


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 
Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump



Powered by vBulletin® Version 3.8.2
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
vBulletin Skin developed by: vBStyles.com