.:: 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 > POD-Bot mm > Ideas
Ideas One idea per thread please! :)

Reply
 
Thread Tools
Invisibility check suggestion
Old
  (#1)
ot_207
Member
 
Status: Offline
Posts: 7
Join Date: Jun 2008
Default Invisibility check suggestion - 10-06-2008

The bots work well when detecting the rendering;

Suggestion! Can you add 2 cvars?

1 cvar: The border after the bot doesn't see the player even if the player is moving

2 cvar: The border if only the player moves the bot sees him. If he stays in one place he doesn't see him.

Cheers!
  
Reply With Quote
Re: Invisibility check suggestion
Old
  (#2)
KWo
Developer of PODBot mm
 
KWo's Avatar
 
Status: Offline
Posts: 3,425
Join Date: Apr 2004
Default Re: Invisibility check suggestion - 10-06-2008

Check the latest beta (V3B19i) - they are checking the lights and they are using flashlights (sometimes also nightgoogles). I don't think I will express more the darkness/invisibility detection. I cannot make the bot 100% interpreting the screen exactly like human eye does (impossible to add in code all possible elements they normally have the influence at human's eye perception). I'm very sorry.
And I'm not going to infinitely extend cvars number...
  
Reply With Quote
Re: Invisibility check suggestion
Old
  (#3)
ot_207
Member
 
Status: Offline
Posts: 7
Join Date: Jun 2008
Default Re: Invisibility check suggestion - 10-06-2008

ok ..
It's not about perception
The bots get the velocity of a player that is near them if the player's rendering is between 255 and y rendering then they will shoot him if between y and x they will not shoot him, if he isn't moving, or has a small speed ... and under x that means that the bot trully doesn't see him weather he is moving .
Let's forget about the cvars ... but can this be done?
  
Reply With Quote
Re: Invisibility check suggestion
Old
  (#4)
KWo
Developer of PODBot mm
 
KWo's Avatar
 
Status: Offline
Posts: 3,425
Join Date: Apr 2004
Default Re: Invisibility check suggestion - 10-06-2008

I think I've got Your idea, but I'm not sure if I have time to find those x and y. It takes too much time. Can You read the C++ code and see how it is really done now? If You are using AMX X - I did a plugin for test player's rendering/invisibility. You can find it here.
  
Reply With Quote
Re: Invisibility check suggestion
Old
  (#5)
ot_207
Member
 
Status: Offline
Posts: 7
Join Date: Jun 2008
Default Re: Invisibility check suggestion - 11-06-2008

I think that we can find the x and y from the warcraft scripters ...
They used invisibility in the human race ...
  
Reply With Quote
Re: Invisibility check suggestion
Old
  (#6)
KWo
Developer of PODBot mm
 
KWo's Avatar
 
Status: Offline
Posts: 3,425
Join Date: Apr 2004
Default Re: Invisibility check suggestion - 11-06-2008

I was already asking Geesu about the values he has there, because I disagree with them (I still could see the player even if he had the invisibility attribut - no problem for me to hit directly into the head such player - even not moving)...
  
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