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Waypoint Forum A place to request waypoints for a specific map, or to check on the progress of waypoints for your favorite maps.

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the bots always dynamite but never repair or consruct!!
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frank
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Warning the bots always dynamite but never repair or consruct!! - 09-07-2006

the transmitter wayponit progress first report:
so far i had placed 193 nodes,15 actions,but 0 route(will be add later if i know how to make routes become effective)
During the waypoint testing,i watched happily the bots now could capture or reclaim the spawn flag,plant dynamite on the obj,use MG42camp, steal the enemy's modification kit very well.it proved my effort was not in vain at least.
but i still go into troubles,the trouble one is no matter how i set action_goal to -1 or 0,the bots always dynamite never construct the bridge or C.P even defuse.
the trouble two:
bots is planting dynamite repeatedly even after the objective is destroyed!?
i had checked the entity number of the dynamite action,it was right.then i set action_active 0 like
wiki.bots-united.com/index.php/FritzBot_ET#Waypoint_Troubleshooting
but nothing change happened!
anybody knows how to solve these problem?
  
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Re: the bots always dynamite but never repair or consruct!!
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the bindlestiff
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Post Re: the bots always dynamite but never repair or consruct!! - 09-07-2006

These troubles are always due to having an incorrect or missing entity number. There are two different types of dynamite actions: the first one is a non-constructible object like a wall or gate. This is an objective that is only destroyed once and cannot be rebuilt. For this type you look for the trigger_objective_info entity of the wall or gate and use the dynamite action (#4: ACTION_DYNAMITE).

The second type is a constructible object -- one that the enemy can rebuild, like a bridge. For this you have to look for the trigger_objective_info entity of the constructible -- usually the pile of wooden boxes with the team flag nearby (do not use the func_constructible entity of the bridge). You use this entity number for both the dynamite action (#32: ACTION_PLANT_CONSTRUCT) at the bridge and at the construct action (#2/#19: ACTION_CONSTRUCT_MINOR/MAJOR) at the wooden boxes. If the bridge is already built when you are waypointing, you'll have to blow it up yourself to make the construct boxes and their entity number appear.

Another thing that you should do in your aiscript is to deactivate your dynamite actions after they have been accomplished. Here's an example (action 8 is the bridge_construct action and action 7 is the dynamite_plant action):

action 8 // Bridge construct
{
// Toggle dynamite_plant action
if_construct_built_false 8
deactivateAction 7
if_construct_built_true 8
activateAction 7
}


Let us know if this works for you.

Last edited by the bindlestiff; 09-07-2006 at 21:04..
  
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Re: the bots always dynamite but never repair or consruct!!
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frank
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Default Re: the bots always dynamite but never repair or consruct!! - 13-07-2006

the transmitter wayponit progress second report:
260 nodes,93 actions
Thanks to the bindlestiff's suggestion,after correcting the object entity number again and again,the bots finally learned construct bridge and C.P
at the same time,i found if bridge entity number is correct,you will never see bots plant dynamite on unconstructed bridge !
So far a new problem came to me,the bots steal action is well,but they can't deliver the modificationkit to the transmitter!!
In fact,there are two entity num for deliver point:trigger_obj_info entNum:317; trigger_flagonly_multiple entNum:159.I tried /action_ent 12 317and /action_ent 12 159,then i set /action_goalnum 12 1,useless.
i check some maps waypoints like radar,goldrush,some maps delivery action's enitity num just stay 1023! so i change back my deliver action's entNum to 1023,but no effective!! i got very confused!? How come....?
BTW, i put hand to create simple aiscript for transmitter,i have visited waypoint tool web
http://www.billnickel.com/WaypointTo.../aiscript.html
it seem that write script is easy with fritz waypoint tool,but when i just load a map's aiscript
for 5 min,it lock,sadly i can't choose any option even can't close it!! what happend to tool!!?
  
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Re: the bots always dynamite but never repair or consruct!!
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TomTom
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Default Re: the bots always dynamite but never repair or consruct!! - 13-07-2006

I too have noticed problems in the ascript editor. When it happens you will see another task appear in windows task list.
In my experience if after clicking on the airscript menu and loading the file I right-click to set a cursor position inside the loaded file then it typically works fine. But if after loading I next try to move the vertical scrollbar or go back to the waypoints it appears to get mixed up as to window focus which is practically terminal. Could be a problem with the version of windows.net or could be an uninitialized variable in Hobbits tool.

Last edited by TomTom; 13-07-2006 at 22:28..
  
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Re: the bots always dynamite but never repair or consruct!!
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420Blunt
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Default Re: the bots always dynamite but never repair or consruct!! - 13-07-2006

The delivery action doesn't need an entity number. Also it's best to toggle the delivery action on\off in the aiscript when the objective is grabbed or returned.

Here's an example...

action 6 // docs
{
// toggle the deliver action
if_obj_home_false 6
activateAction 7
if_obj_home_true 6
deactivateAction 7
}
  
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Re: the bots always dynamite but never repair or consruct!!
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the bindlestiff
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Default Re: the bots always dynamite but never repair or consruct!! - 13-07-2006

The Tool lockup is a bug in the Tool. I've experienced it many times also. My workaround is to NEVER open the Actions or Route tabs before loading the Aiscript file. Then everything seems to work properly. If you peek at the Actions or Routes tab and then open the Aiscript, your have to go to Ctrl/Alt/Del to get out of it!

In addition to 420Blunt's advice, I have the following suggestions. First, make sure the deliver action is active at the moment when the modification kit is taken. Make sure the goal_num of the action corresponds to the current goal number. You can find the current number using the console command "/goal_num". Remember that the goal number increments when the kit is taken and decrements when it is returned. You can find out an action's current and original goal_num using the console command "/g_action_info x," where "x" is the action number (12 in your case). You can avoid this complication by setting the "action_active" paramter to 1 for the action. This will make it independent of the goal_num once the action has been activated.

Second, make sure there is a complete path to the deliver point. Sometimes a node connection will have been forgotten and will need to be corrected. Third, make sure that there are no "team-specific" nodes specified in the path to the deliver point.

And remember that only the bot who takes the kit will respond to the deliver action. His teammates will just stand around and do nothing until you provide actions for them to go to.

Waypointing is fun, isn't it, especially if you enjoy solving puzzles!

Last edited by the bindlestiff; 14-07-2006 at 00:00..
  
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Re: the bots always dynamite but never repair or consruct!!
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frank
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Default Re: the bots always dynamite but never repair or consruct!! - 14-07-2006

i have tried your suggestions.
first,i made an aiscript like 420blunt told me that,but no effective,so i actived every action forever and set every action's goal num to 0 with the tool to ready for following testing.
During the waypointtest,i always played a spectator,following a bot that stolen the object all the time,at last,i found it always could reach the node closest action 12(deliver point),then stopped facing the deliver point,did nothing except crying out:"follow me or cover me!" then i entered command:/goal_num and /g_action_info 12,finding out that current action num=goal num.
so it proved that there's a complete path to deliver point and no "team-specific" node in the path to deliver point and the action goal num's setting should be right at least.
unfortunitely, still couldn't find the way to solve this problem

  
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Re: the bots always dynamite but never repair or consruct!!
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the bindlestiff
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Default Re: the bots always dynamite but never repair or consruct!! - 14-07-2006

I downloaded the map ("transmitter-beta2") this morning and ran through it myself with no bots. First I took the mods, then I turned the antenna, then I went to the radio transmitter. At the transmitter, all I had to do to make the delivery was to bump into the table to the left of the transmitter where the glowing red delivery box is located.

First thought -- have you turned the antenna? The game cannot end until you do so. If that has been accomplished, then perhaps your delivery action is not properly located. Place the delivery action right at the table or actually up on top of the red box. Have your final path node on top of the red box too. If your bot does not seem to be able to jump up on the table, set the flag of the path node on the box and its predessor to "jump " (flag = 5).

That should work IF the antenna has been turned previously. If you still have trouble after that, send me the nav file and I'll have a look at it.

Last edited by the bindlestiff; 14-07-2006 at 22:06..
  
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Re: the bots always dynamite but never repair or consruct!!
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frank
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Default Re: the bots always dynamite but never repair or consruct!! - 16-07-2006

the bindlestiff:
following your advice,during test,i first didn't touched antenna at all previously.then after i added node flag"jump",saved then restarted,it can work at once!! so the problem solved,thank you for your advice!!!!
BTW,i'd like to send my nav file to you to modify and correct something for making waypoint file better.but before this,i'm afraid you should look at my mapname,its transmitter(transmitter_final) not transmitter-beta2.
thanks advance!
  
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