Quote:
Originally Posted by Pierre-Marie Baty
For example, when you climb the ladder at the CT spawn in cs_assault, you don't look straight up until the top of the ladder, as soon as you can see above the building, you turn yourself in that direction and finish climbing the ladder by STRAFING RIGHT.
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Oops... in fact, I never did that.
I always kind of go into the corner when climbing up there - until I get over the edge. But nice idea, that right strafe one...
Do you remember when you removed the lock I mentioned? Was it really
after the dll I found (Apr, 5 or something)?
Dang, this is not easy to get right. In general, bots must be forced to look upwards when going over the edge. Otherwise in some maps, some ladders will cease to work altogether. On the other hand, however, they must be free to fight an enemy - at least another bot on the same ladder. If they can't do that, we will see those "bot pyramids" on long ladders again...
Hmmmm... how do bots recognize that they're stuck in another bot? If there's some code for "detecting collisions with other players" or whatever it may be called, maybe it could be used as a trigger to override the ladder movement lock. This way, they would at least be able to shoot an enemy bot who is between them and their next WP - instead of being stuck forever.
Quote:
Originally Posted by Pierre-Marie Baty
the problem with reintroducing the lock is that the bot won't be able to SEE the enemies anymore. No, instead, a more clever ladder code must be used.
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Or could the viewing angle be locked to a value that would make it impossible not to see an obstacle blocking the ladder? Let's say if you look forward, parallel to the ground, that's an angle of 0° (z axis). 90° would be looking vertically upwards. Now if you climb up somewhere and look 80 - 89° upwards, I guess you will see everything that's above you on the ladder. And if bots could see their enemies on the ladder, they could enter combat mode (overriding the lock) and fight them, couldn't they? Same procedure for downward movement, of course.