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Re: Work In progress (WIP) #9
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stefanhendriks
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Default Re: Work In progress (WIP) #9 - 13-04-2004

actually i want to be more precise and let the path finder calculate this in. I have found information where the fall damage is given (and its also there in the sdk), so in theory i can make the path finder avoid falling when the health is low.

This does not really have priority at the moment though.


Author of RealBot, "Arrakis" and "Dune 2 - The Maker" | co-Founder of Bots-United | Fundynamic | Blog | E-Mail me
  
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path finding
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davek
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Default path finding - 19-04-2004

something i just thought of while playing on cs_italy:

problem: when the bots are following a path that is on a elevation A, and accidently fall down to elevation B (B < A), they appear to think they are still on elevation A and continue to try to get to the next node on elevation A. they can often get to the correct x and y points, but are off on the z axis (x and y being the horizontal plane, and z being vertical).

possible solution: when checking how to get to the next node, have the bot check the vertical distance first. if it is too high to jump, then have them try to find a route up.

this would solve the above mentioned problem, and a common problem of the bots running to wps and running into crates/fences/etc. before figuring out that they need to jump to get to the next node.

this might make it so you dont need to add the jump bit into the node data. maybe.

not sure how the jump bit will work in the node, but will a bot jump every time it passes thru that node? or just when it is heading towards a certain other node? because they dont always need to jump, only if they are heading towards the crate/fense/hurdle/etc.

hope that helps. any ETA on the next wip? getting really itchy for all those nice looking changes you have made.

wow, this turned out a lot longer than i expected...
  
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Re: Work In progress (WIP) #9
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spurn
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Default Re: Work In progress (WIP) #9 - 19-04-2004

bdjohns , i also had errors at first on this install.. it had been a while since i ran the server. check to see if u have a master request restart message, if you do, run ./steam -update to make sure yr up to date on the steam install.

im about to go and have a few test runs my self.

ps: im on redhat 9
  
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Re: Work In progress (WIP) #9
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ElGranKemao
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Default Re: Work In progress (WIP) #9 - 20-04-2004

Quote:
Originally Posted by stefanhendriks
[...]so in theory i can make the path finder avoid falling when the health is low.
Anyway, shouldn't the bots be just more careful when they have low health? Human players tend to act cautiosly when wounded, so the bots should act the same way. Maybe you can modify the amount of damage they will risk on a fall with their health and so, a bot with less than 25% would never try to jump down, meanwhile a bot in full health will risk even 15% falls.

About the "z" problems in navigation: maybe it's possible to make the bots think of the nodes as floors: if they find a direct vertical link they climb to the upper "floor". If it is blocked, then the "floor" they stand on has priority, and thus the bots wouldn't get blocked when they can't climb.

Quote:
Originally Posted by davek
not sure how the jump bit will work in the node, but will a bot jump every time it passes thru that node? or just when it is heading towards a certain other node? because they dont always need to jump, only if they are heading towards the crate/fense/hurdle/etc.
One idea: you could make a jump flag composed of 2 nodes, so the bot only jumps when it passes through both nodes: the bot would only jump when running in a particular direction. The problem is with narrow spots (ie crates) where placing two nodes is almost impossible.



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Last edited by ElGranKemao; 20-04-2004 at 17:38..
  
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Re: Work In progress (WIP) #9
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stefanhendriks
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Default Re: Work In progress (WIP) #9 - 20-04-2004

I don't know how to handle complex jump situations yet. As the current 'path walk' function only takes care of a distance check in some sort so it does not really care if the node is more up or down.

The BIT_JUMP makes the bot force to jump when stuck only. It does not make the jump before-hand. I think 2 new bits should be introduced for complex jumping:

BIT_JUMPSTART
BIT_JUMPEND

so:

Node A->B->C

when you have to jump from A to C via B. Then Node A should have a JUMP_START and B a JUMP_START and JUMP_END thingy. Node C only a JUMP_END.

When the path_walk function finds a JUMP_START at the current node and a JUMP_END at the other, it should somehow make sure that it jumps on node B. It requires other demands to know if the bot IS at Node B, and not only its distance, but also on height.

Hmm, still pondering about it.


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Re: Work In progress (WIP) #9
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[NvT]_KaszpiR_
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Default Re: Work In progress (WIP) #9 - 21-04-2004

i guess would be easier to check when bot fall down just to estimat the time he needs to get to the waipoint closest to the last location before fall - and if it is more than 5 sec then ignore it and make bot move as if he respawned there

i have noticed they are a bit dumb then when fall down on cs_havana - but they are performing extremely well on that map - i really started enjoying this map once again
  
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Re: Work In progress (WIP) #9
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nocturnal
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Default Re: Work In progress (WIP) #9 - 13-05-2004

-nvm

Last edited by nocturnal; 13-05-2004 at 23:39..
  
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Re: Work In progress (WIP) #9
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biohazerd87
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Default Re: Work In progress (WIP) #9 - 16-07-2004

how often do updates for the realbot_mm.dll come out
  
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Re: Work In progress (WIP) #9
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Josh_Borke
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Default Re: Work In progress (WIP) #9 - 16-07-2004

we are currently up to wip #10 which is available at the filebase
  
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Re: Work In progress (WIP) #9
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biohazerd87
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Default Re: Work In progress (WIP) #9 - 16-07-2004

could you point me in the right direction to get that
  
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