.:: 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 > Releases, Installers, Docs & Coding
Releases, Installers, Docs & Coding Where the official development happens

Reply
 
Thread Tools
A* pathfinder code...
Old
  (#1)
Whistler
Summoner
 
Whistler's Avatar
 
Status: Offline
Posts: 1,499
Join Date: Feb 2004
Location: Mist Village
Default A* pathfinder code... - 16-05-2004

Here is a completely rewritten A* pathfinder code which is much faster and more efficient. The code format is a bit different but it fits POD-bot very well...

I think I should post it here and you can make use of it.

Note: I have changed the waypoint format so you may need to change it back. Also you can still use the original cost function/heuristic function in the PM's Metamod POD-bot.
Attached Files
File Type: zip bot_navigate.zip (13.2 KB, 385 views)
  
Reply With Quote
Re: A* pathfinder code...
Old
  (#2)
>BKA< T Wrecks
Moderator [PBmm/Waypointing]& PODBot mm waypointer
 
>BKA< T Wrecks's Avatar
 
Status: Offline
Posts: 1,492
Join Date: Feb 2004
Location: C.C.A.A., Germania
Default Re: A* pathfinder code... - 16-05-2004

Hey, cool! Maybe this could even fix that damn slow-motion problem. I've had this problem (sometimes more, sometimes less, but always there) since the A* pathfinder was added to the PODBot code. Maybe this one works better?
Anyway, thank you for posting this here, Whistler! You have your own bot, but your contribution to PB 2.6mm has been invaluable so far - great job!



Roses are #FF0000, violets are #0000FF // all my base, are belong to you.

  
Reply With Quote
Re: A* pathfinder code...
Old
  (#3)
Whistler
Summoner
 
Whistler's Avatar
 
Status: Offline
Posts: 1,499
Join Date: Feb 2004
Location: Mist Village
Default Re: A* pathfinder code... - 16-05-2004

I think that 'slow motion' problem is because the msec isn't reseted after map change. (this problem exists in PM's very-old metamod port of POD-bot 2.6 source code filenamed "podbot_plugin.exe")

Whistler
  
Reply With Quote
Re: A* pathfinder code...
Old
  (#4)
>BKA< T Wrecks
Moderator [PBmm/Waypointing]& PODBot mm waypointer
 
>BKA< T Wrecks's Avatar
 
Status: Offline
Posts: 1,492
Join Date: Feb 2004
Location: C.C.A.A., Germania
Default Re: A* pathfinder code... - 16-05-2004

I thought that this msec reset had been introduced long ago... still, me & all my friends using PB 2.6mm (the one from the "new release" thread by PMB) get the slo-mo effect... and this is the most important bug that's left, together with min_bot/max_bot (fixed in 2.1, I think) and those NUM_FOR_EDICT errors.
If the msec reset hasn't been corrected yet, it should be set onto a top spot in the priority list. However, if it's already correct, something else must be wrong...
Well, in any case, I don't see a reason not to include this new A* pathfinder in upcoming releases. I still hope that if there's some bit in the current pathfinder that causes the slow-motion, with your new pathfinder this problem no longer exists. We shall see...



Roses are #FF0000, violets are #0000FF // all my base, are belong to you.

  
Reply With Quote
Re: A* pathfinder code...
Old
  (#5)
sPlOrYgOn
<-- He did it.
 
sPlOrYgOn's Avatar
 
Status: Offline
Posts: 1,558
Join Date: Jan 2004
Location: Los Angeles, California, USA, North America, Earth, Solar System, Milky Way.
Default Re: A* pathfinder code... - 16-05-2004

I'll take a look at it...
I just reformatted the computer I had all to myself...
dual booting windows 98 and mandrake 10...
screwed up mandrake ..

[edit]
and yes the msec variables are reset at each map start.. since R2
[/edit]

Last edited by sPlOrYgOn; 16-05-2004 at 14:37..
  
Reply With Quote
Re: A* pathfinder code...
Old
  (#6)
>BKA< T Wrecks
Moderator [PBmm/Waypointing]& PODBot mm waypointer
 
>BKA< T Wrecks's Avatar
 
Status: Offline
Posts: 1,492
Join Date: Feb 2004
Location: C.C.A.A., Germania
Default Re: A* pathfinder code... - 16-05-2004

Ah, since R2, you say? Then the dll I'm using doesn't have this fix yet...

/me rushes to d/l R2.1...

Man, let's hope this stuff is really fixed!! That would rox0r supreme...

- EDIT -
Some time and many mapchanges later, I gotta say: Wow! The slow-motion bug, one of the two serious bugs in this bot, is really fixed from what I have seen. This is sooo great! Kudos to sPlOrYgOn and other ppl involved in finding & fixing this sucker...
Now if you can get this bad pointer error, you'll be my hero, sPlO! 'Cuz once this bug is fixed, only non-critical bugs remain; but the bot will be capable of running smoothly through an entire mapcycle without annoying crashes or any other things that keep it from being fully usable and enjoyable. Go Go Go!



Roses are #FF0000, violets are #0000FF // all my base, are belong to you.


Last edited by >BKA< T Wrecks; 16-05-2004 at 20:22..
  
Reply With Quote
Re: A* pathfinder code...
Old
  (#7)
Huntkillaz
Member
 
Huntkillaz's Avatar
 
Status: Offline
Posts: 594
Join Date: Mar 2004
Location: Middle Earth (New Zealand)
Default Re: A* pathfinder code... - 16-05-2004

it's funny i've never actually seen the bot's move\attack in slowmo in any release ???

what i have noticed is the occasional wiggle in aiming is back in this release


●_•
  
Reply With Quote
Re: A* pathfinder code...
Old
  (#8)
sPlOrYgOn
<-- He did it.
 
sPlOrYgOn's Avatar
 
Status: Offline
Posts: 1,558
Join Date: Jan 2004
Location: Los Angeles, California, USA, North America, Earth, Solar System, Milky Way.
Default Re: A* pathfinder code... - 16-05-2004

hey...
what would you prefer?
wiggle in aiming or aimbot?
  
Reply With Quote
Re: A* pathfinder code...
Old
  (#9)
SoUlFaThEr
Moderator
 
SoUlFaThEr's Avatar
 
Status: Offline
Posts: 860
Join Date: Mar 2004
Default Re: A* pathfinder code... - 17-05-2004

aimbot
i dont like the wiggle gives me a headache and makes me want to kill them as soon as i die.


  
Reply With Quote
Re: A* pathfinder code...
Old
  (#10)
MusicMan
Member
 
Status: Offline
Posts: 236
Join Date: Feb 2004
Default Re: A* pathfinder code... - 17-05-2004

I would prefer human-like aiming

MusicMan

Last edited by MusicMan; 17-05-2004 at 15:26..
  
Reply With Quote
Reply


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 

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