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Re: BotAim 2 announced. Best aiming ever.
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[NvT]_KaszpiR_
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Default Re: BotAim 2 announced. Best aiming ever. - 15-12-2005

why it should be every frame?
i believe it could be run in example every 10 msec...
(no man has such fast reaction time)
  
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Re: BotAim 2 announced. Best aiming ever.
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Pierre-Marie Baty
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Default Re: BotAim 2 announced. Best aiming ever. - 15-12-2005

If you plan to run pfnRunPlayerMove every 10 ms you have to pass exactly 10 ms as a fixed value of the msec parameter. This is not exactly a good idea, because if a sudden lag peak makes the last frame over which the movement extends extend some time beyond that date, it messes the collision code and the bounding box calculations.



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Re: BotAim 2 announced. Best aiming ever.
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Default Re: BotAim 2 announced. Best aiming ever. - 16-12-2005

so bot can walk over the wall because of lag?
  
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Re: BotAim 2 announced. Best aiming ever.
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Pierre-Marie Baty
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Default Re: BotAim 2 announced. Best aiming ever. - 16-12-2005

No (that's exxagerated), but they may get stuck into each other more often.



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Re: BotAim 2 announced. Best aiming ever.
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[NvT]_KaszpiR_
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Default Re: BotAim 2 announced. Best aiming ever. - 16-12-2005

stuck? you mean they can walk one over another and be unable to split? (some bots have it in quakeworld)
  
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Re: BotAim 2 announced. Best aiming ever.
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Pierre-Marie Baty
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Default Re: BotAim 2 announced. Best aiming ever. - 17-12-2005

Exactly.



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Re: BotAim 2 announced. Best aiming ever.
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MarD
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Default Re: BotAim 2 announced. Best aiming ever. - 17-12-2005

Heyyo,

Speaking of bots getting stuck together... there's still the current one that seems to scar all the CS bots that I've tried. They don't go through one another, but bang into eachother, and have a hard time trying to split appart... do you guys have any idea what might be causing this problem? or is this too OT?


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Re: BotAim 2 announced. Best aiming ever.
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ghost of evilspy
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Default Re: BotAim 2 announced. Best aiming ever. - 17-12-2005

Quote:
Originally Posted by Pierre-Marie Baty
Well, it SHOULD. pfnRunPlayerMove() should be called every frame, no matter what the bot is doing.
I don't believe so. Real clients don't get called CmdStart->PreThink->PM_Move->PostThink->CmdEnd sequence on every frame. Instead msec value is given. HPB_bot already calculates correct msec value and passes it to pfnRunPlayerMove() so why whould pfnRunPlayerMove() have to be run on every server frame when real clients are not.

They don't get stuck because real players don't get either.

Think about this: Speedhacks modify client timers to speed up so that client send longer msec values than it should have thus causing players to move faster on server too. If CmdStart->PreThink->PM_Move->PostThink->CmdEnd were called on every server frame then msec value would have no meaning thus causing such hacks not work.

(pfnRunPlayerMove() makes engine call CmdStart->PreThink->PM_Move->PostThink->CmdEnd on bot entity)

-edit- oh yeah.. I think only exception to this is listenserver client. It seems to be called on every server frame.

Last edited by ghost of evilspy; 17-12-2005 at 19:14..
  
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Re: BotAim 2 announced. Best aiming ever.
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Pierre-Marie Baty
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Default Re: BotAim 2 announced. Best aiming ever. - 18-12-2005

Make a simple test : create a simple bot that makes use of the method you are talking about, spawn 2 of them, and make them run into each other diagonally. Then see if they slide along each other or if they get stuck.

Pretty sure they get stuck here.



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Re: BotAim 2 announced. Best aiming ever.
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ghost of evilspy
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Default Re: BotAim 2 announced. Best aiming ever. - 26-12-2005

No need to make test. Just check on my server, they don't get stuck in each other. (hldm, hissi.dyndns.info:27015)
  
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