.:: 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 > Bug Reports
Bug Reports Post any bug you experience with the latest release of this bot here

Reply
 
Thread Tools
POD does not shoot this func_breakable
Old
  (#1)
Austin
Moderator
 
Austin's Avatar
 
Status: Offline
Posts: 403
Join Date: Nov 2003
Default POD does not shoot this func_breakable - 15-10-2006

In the map de_vegas there is a window with a func_breakable above the ct spawn area. POD bot will run up to it and stop. They never shoot it to get throught it. Very weird. Here is the info on the entity. Anything weird or dirrerent with this one?

] traceline
Tracing a LINE 10000 units forward from player's view angles (-1.3 -89.2 0.0)
Detailed trace results:
fAllSolid = 0 (plane is valid)
fStartSolid = 0 (initial point was NOT in a solid area)
fInOpen = 1 (in open space)
fInWater = 0 (NOT in water)
flFraction = 0.01 (0% completed)
vecEndPos = Vector (1678.3, 938.0, -697.6)
flPlaneDist = 938.00
vecPlaneNormal = Vector (0.0, 1.0, 0.0)
pHit = Entity #71 ("func_breakable")
iHitgroup = 0 (nothing - 0)
Distance traced: 57.9
Hint: you can specify ignore_monsters and ignore_glass
The syntax is: traceline [distance] [ignore_monsters] [ignore_glass]
] printent 71
Printing out entity #71 variable information...
(variable name = value (meaning))
pEntity->v.classname = 32044308 ("func_breakable")
pEntity->v.globalname = 0 ("")
pEntity->v.origin = Vector (0.0, 0.0, 0.0)
pEntity->v.oldorigin = Vector (0.0, 0.0, 0.0)
pEntity->v.velocity = Vector (0.0, 0.0, 0.0) - Length 0.000 - Length2D 0.000
pEntity->v.clbasevelocity = Vector (0.0, 0.0, 0.0) - Length 0.000 - Length2D 0.000
pEntity->v.movedir = Vector (0.0, 0.0, 0.0)
pEntity->v.angles = Vector (0.0, 0.0, 0.0)
pEntity->v.avelocity = Vector (0.0, 0.0, 0.0) - Length 0.000 - Length2D 0
pEntity->v.punchangle = Vector (0.0, 0.0, 0.0)
pEntity->v.v_angle = Vector (0.0, 0.0, 0.0)
pEntity->v.endpos = Vector (0.0, 0.0, 0.0)
pEntity->v.startpos = Vector (0.0, 0.0, 0.0)
pEntity->v.impacttime = 0.000
pEntity->v.starttime = 0.000
pEntity->v.fixangle = 0 (nothing)
pEntity->v.idealpitch = 0.000
pEntity->v.pitch_speed = 0.000
pEntity->v.ideal_yaw = 0.000
pEntity->v.yaw_speed = 0.000
pEntity->v.modelindex = 39
pEntity->v.model = 32044396 ("*38")
pEntity->v.viewmodel = 0 ("")
pEntity->v.weaponmodel = 0 ("")
pEntity->v.absmin = Vector (1646.0, 932.0, -738.0)
pEntity->v.absmax = Vector (1714.0, 940.0, -622.0)
pEntity->v.mins = Vector (1647.0, 933.0, -737.0)
pEntity->v.maxs = Vector (1713.0, 939.0, -623.0)
pEntity->v.size = Vector (66.0, 6.0, 114.0)
pEntity->v.ltime = 0.000 (current time is 68.600)
pEntity->v.nextthink = 0.000 (current time is 68.600)
pEntity->v.movetype = 7 (MOVETYPE_PUSH)
pEntity->v.solid = 4 (SOLID_BSP)
pEntity->v.skin = 0 ("")
pEntity->v.body = 0 ("")
pEntity->v.effects = 0 ()
pEntity->v.gravity = 0.000 (fraction /1 of normal)
pEntity->v.friction = 0.000
pEntity->v.light_level = 0
pEntity->v.sequence = 0 ("")
pEntity->v.gaitsequence = 0 ("")
pEntity->v.frame = 0.000 (position /255 of total in sequence)
pEntity->v.animtime = 0.000 (current time is 68.600)
pEntity->v.framerate = 0.000 (times normal speed)
pEntity->v.controller = {0, 0, 0, 0}
pEntity->v.blending = {0, 0}
pEntity->v.scale = 0.000
pEntity->v.rendermode = 0 (kRenderNormal)
pEntity->v.renderamt = 0.000
pEntity->v.rendercolor = Vector (0.0, 0.0, 0.0) (RGB)
pEntity->v.renderfx = 0 (kRenderFxNone)
pEntity->v.health = 1.000
pEntity->v.frags = 0.000
pEntity->v.weapons = 0 (00000000000000000000000000000000)
pEntity->v.takedamage = 1.000 (DAMAGE_YES)
pEntity->v.deadflag = 0 (DEAD_NO)
pEntity->v.view_ofs = Vector (0.0, 0.0, 0.0)
pEntity->v.button = 0 ()
pEntity->v.impulse = 0
pEntity->v.chain = NULL
pEntity->v.dmg_inflictor = NULL
pEntity->v.enemy = NULL
pEntity->v.aiment = NULL
pEntity->v.owner = NULL
pEntity->v.groundentity = NULL
pEntity->v.spawnflags = 0
pEntity->v.colormap = 0 (0x0)
pEntity->v.team = 0
pEntity->v.max_health = 0.000
pEntity->v.teleport_time = 0.000
pEntity->v.armortype = 0.000
pEntity->v.armorvalue = 0.000
pEntity->v.waterlevel = 0 (not in water)
pEntity->v.watertype = 0
pEntity->v.target = 0 ("")
pEntity->v.targetname = 0 ("")
pEntity->v.netname = 0 ("")
pEntity->v.message = 0 ("")
pEntity->v.dmg_take = 0.000
pEntity->v.dmg_save = 0.000
pEntity->v.dmg = 0.000
pEntity->v.dmgtime = 0.000 (current time is 68.600)
pEntity->v.noise = 0 ("")
pEntity->v.noise1 = 0 ("")
pEntity->v.noise2 = 0 ("")
pEntity->v.noise3 = 0 ("")
pEntity->v.speed = 0.000
pEntity->v.air_finished = 0.000
pEntity->v.pain_finished = 0.000
pEntity->v.radsuit_finished = 0.000
pEntity->v.pContainingEntity = Entity #71 ("func_breakable")
pEntity->v.playerclass = 0
pEntity->v.maxspeed = 0.000
pEntity->v.fov = 0.000
pEntity->v.weaponanim = 0
pEntity->v.pushmsec = 0
pEntity->v.bInDuck = 0 (FALSE)
pEntity->v.flTimeStepSound = 0 (current time is 68.600)
pEntity->v.flSwimTime = 0 (current time is 68.600)
pEntity->v.flDuckTime = 0 (current time is 68.600)
pEntity->v.iStepLeft = 0
pEntity->v.flFallVelocity = 0.000
pEntity->v.gamestate = 0
pEntity->v.oldbuttons = 0
pEntity->v.groupinfo = 0
pEntity->v.iuser1 = 0
pEntity->v.iuser2 = 0
pEntity->v.iuser3 = 0
pEntity->v.iuser4 = 0
pEntity->v.fuser1 = 0.000
pEntity->v.fuser2 = 0.000
pEntity->v.fuser3 = 0.000
pEntity->v.fuser4 = 0.000
pEntity->v.vuser1 = Vector (0.0, 0.0, 0.0)
pEntity->v.vuser2 = Vector (0.0, 0.0, 0.0)
pEntity->v.vuser3 = Vector (0.0, 0.0, 0.0)
pEntity->v.vuser4 = Vector (0.0, 0.0, 0.0)
pEntity->v.euser1 = NULL
pEntity->v.euser2 = NULL
pEntity->v.euser3 = NULL
pEntity->v.euser4 = NULL

Here is a screen shot.
http://home.mindspring.com/~austinbots/de_vegas.jpg
  
Reply With Quote
Re: POD does not shoot this func_breakable
Old
  (#2)
Ancient
PodBot MM's Laziest Waypointer
 
Ancient's Avatar
 
Status: Offline
Posts: 1,010
Join Date: Jan 2005
Location: Nebraska, United States of America
Default Re: POD does not shoot this func_breakable - 15-10-2006

Well, I don't understand, on de_vegas they don't shoot glass or wood, but in maps that I waypoint they do. hmmmm.

hmmmm that screenshot is very wierd.

Maybe they aren't getting close enough to the breakable window.


[Web Designer][Waypointer][Gamer]
CFE Games Administrator
[CFE]Games.com
[Never Trust the Untrusted]
  
Reply With Quote
Re: POD does not shoot this func_breakable
Old
  (#3)
KWo
Developer of PODBot mm
 
KWo's Avatar
 
Status: Offline
Posts: 3,425
Join Date: Apr 2004
Default Re: POD does not shoot this func_breakable - 16-10-2006

Quote:
Originally Posted by Austin
In the map de_vegas there is a window with a func_breakable above the ct spawn area. POD bot will run up to it and stop. They never shoot it to get throught it. Very weird.
Fixed in my current sources, but they are still too much bugged to release it.
  
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