.:: 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 > Grave Bot
Grave Bot Artificially deadly intelligence for S&I by Ghoul Science & IndustryHLDM

Reply
 
Thread Tools
Re: Bugs in Gravebot 0.1 and 0.2
Old
  (#11)
hiyahin
Member
 
hiyahin's Avatar
 
Status: Offline
Posts: 34
Join Date: Nov 2004
Location: UK
Default Re: Bugs in Gravebot 0.1 and 0.2 - 23-01-2005

Well done. I shall try it out now. BTW, how long did it take you to find that major bug?
  
Reply With Quote
Re: Bugs in Gravebot 0.1 and 0.2
Old
  (#12)
Ghoul
Moderator
 
Status: Offline
Posts: 56
Join Date: Jul 2004
Location: Michigan
Default Re: Bugs in Gravebot 0.1 and 0.2 - 23-01-2005

Once it was known that BotAvoidContact was the problem, it was just a matter of debugging the code and seeing what exactly line was causing the problem. After that, I debugged the parameters going into the function, and after a bit the problem was found and fixed.
  
Reply With Quote
Re: Bugs in Gravebot 0.1 and 0.2
Old
  (#13)
hiyahin
Member
 
hiyahin's Avatar
 
Status: Offline
Posts: 34
Join Date: Nov 2004
Location: UK
Default Re: Bugs in Gravebot 0.1 and 0.2 - 24-01-2005

Another thing:
Is it just me or do the bots seem to move faster than how I can move. I mean, when 2 bots meet each other and tries to out strafe-attack each other, they seem to be spinning really darn quickly.
  
Reply With Quote
Re: Bugs in Gravebot 0.1 and 0.2
Old
  (#14)
Ghoul
Moderator
 
Status: Offline
Posts: 56
Join Date: Jul 2004
Location: Michigan
Default Re: Bugs in Gravebot 0.1 and 0.2 - 25-01-2005

Well, it'll look like they're moving really fast because they're close to each other. But, they 'cheat' because they can apply any amount of 'force' foreward, backward, left, or right, which allows them to move in any direction (not counting the z axis) at any speed below the max for both strafe and forward/backward. So yeah, it may look like they're moving faster, and that could be because they are, slightly.

In the future I hope to make them navigate and attack without relying on calculated values and instead using the normal buttons.
  
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