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Re: podbot grenade throwing bug
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Abu Amok
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Default Re: podbot grenade throwing bug - 01-06-2004

hi!

in my opinion studying ballistics to solve the grenade throwing bug is a
somewhat "academic" approach..

As this isn't about reinventing the wheel I' d rather propose a more practical attempt: Check out how the others are doing...

Joebot does throw grenades quite frequent and well aimed and at some point in the code there's a hint like "substrakt 15 to avoid the grenade hitting the ceiling" or so.

So why not get "inspiration" by someone who solved the problem? (And probably follows this thread leaning back in his comfortable chair with this biiig grin in his face?)
  
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Re: podbot grenade throwing bug
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  (#22)
Pierre-Marie Baty
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Default Re: podbot grenade throwing bug - 02-06-2004

Aspirin, stop grinning immediately, or I'll break in your house by night and convert all JoeBot XP to ANSI C and delete the original!



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Re: podbot grenade throwing bug
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Huntkillaz
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Default Re: podbot grenade throwing bug - 05-06-2004

so is the joebot author wanting to give us a hand???


●_•
  
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Re: podbot grenade throwing bug
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@$3.1415rin
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Default Re: podbot grenade throwing bug - 05-06-2004

dunno if there's much to say about it, just look at the code. checvectoss and checkvecthrow are just from the SDK I think.
In CSBotCS look at CheckGrenadeThrowing(), ( lol, another function where I should add some comments when I have time )
in CBotBase, take a look at the CBotBase :: HandleGOrder() function

( I know Pierre, i'm cheating but still grinning anyway )


  
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Re: podbot grenade throwing bug
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sPlOrYgOn
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Default Re: podbot grenade throwing bug - 05-06-2004

thanks!
I'll look at it right now
  
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Re: podbot grenade throwing bug
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[NvT]_KaszpiR_
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Default Re: podbot grenade throwing bug - 09-06-2004

i guess more advanced will be where grenade will land after boucing off the wall etc
  
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Re: podbot grenade throwing bug
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@$3.1415rin
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Default Re: podbot grenade throwing bug - 09-06-2004

yes, that would be cool, but the more bounces you calculate, the more possibilities you have to calculate. you won't be able to calc all those possibilities in realtime any more from a certain point on. Of course one could think about optimizations, but checkvectoss works fine most of the time, so this complicated stuff wouldnt be notices by any bot user I guess


  
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Re: podbot grenade throwing bug
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Whistler
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Default Re: podbot grenade throwing bug - 13-07-2004

from bot_combat.cpp VecCheckToss() function:
Code:
   // get a rough idea of how high it can be thrown
   vecMidPoint = vecSpot1 + (vecSpot2 - vecSpot1) * 0.5;
   TRACE_LINE (vecMidPoint, vecMidPoint + Vector (0, 0, 500), ignore_monsters, pEdict, &tr);
   if (tr.flFraction != 1.0)
   {
      vecMidPoint = tr.vecEndPos;
      vecMidPoint.z = tr.pHit->v.absmin.z;
      vecMidPoint.z--;
   }
...but if tr.pHit is the worldspawn entity, the tr.pHit->v.absmin.z will just be zero. so this may be wrong code.
Perhaps you need to change this part of code back to the original HLSDK one (looks like CF has modified the two VecCheckxxxx() functions)
  
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Re: podbot grenade throwing bug
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Pierre-Marie Baty
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Default Re: podbot grenade throwing bug - 13-07-2004

yea, this code looks somewhat mistaken to me.

I would think of
Code:
   // get a rough idea of how high it can be thrown
   vecMidPoint = vecSpot1 + (VecSpot2 - VecSpot1) * 0.5;
   TRACE_HULL (vecMidPoint, vecMidPoint + Vector (0, 0, 500), ignore_monsters, head_hull, pEdict, &tr);
   vecMidPoint = tr.vecEndPos;
   vecMidPoint.z--;
as the right code.

TRACE_HULL because a TraceLine would pass through the sky meshes whereas the grenade would bounce on it

And checking for flFraction is a bug since IF the grenade can actually reach 500 ft high (which is not that high in fact), then vecMidPoint would be left lined up with vecSpot1 and vecSpot2, which is NOT something we want, definitely.



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Re: podbot grenade throwing bug
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sPlOrYgOn
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Default Re: podbot grenade throwing bug - 02-10-2004

I think I've found a good way for nade throwing
NOTE: PHP tags because code tags are currently broken..
Code:
   // get a rough idea of how high it can be thrown
   vecMidPoint = vecSpot1 + (vecSpot2 - vecSpot1) * 0.5;
   TRACE_HULL (vecMidPoint, vecMidPoint + Vector (0, 0, 500), ignore_monsters, head_hull, pEdict, &tr);
   if (tr.flFraction != 1.0)
   {
      vecMidPoint = vecMidPoint + (tr.vecEndPos - vecMidPoint) * 0.75;
   }

Last edited by sPlOrYgOn; 18-10-2004 at 09:56..
  
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