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Bots and breakables... once again
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>BKA< T Wrecks
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Default Bots and breakables... once again - 07-10-2004

Hey sPlOrYgOn, I don't know what you did with the code concerning what bots do with brekables, but I noticed two things that almost are a bit contradictory:

1) Bots no longer shoot breakables only if a connection goes right through them; the code seems to be more "tolerant" now. This is GREAT! (Makes a waypointer's life a lot easier...

BUT:
2) When waypointing de_chemiSE, I noticed that bots would get stuck in a breakable window, but not everywhere! Once a bot got stuck, I couldn't even command it to a different WP using "pb debuggoal" to unstick it - it was so solidly stuck that it couldn't leave the spot any more!
Confusingly enough, in other places it worked perfectly.Do you have any clue at all what might cause this behaviour?
I can post some screenies if you are interested and/or think that might help...

[Btw, bots even revealed the map's easter egg to me because it was hidden behind a breakable wall... they seem to tend to shooting breakables that are near their position now, no matter if they need to shoot them in order to proceed. E.g. a sniper will approach a camp WP behind a window and shoot the window to pieces.... pretty cool! ]

*EDIT*
Another thing... In the map de_frosty, there are some unbreakable windows. I had waypoints right next to them, but bots would end up shooting all their ammo into the windows even though there was no connection leading through... odd. Maybe this is linked to the bug I mentioned, too?
/EDIT



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Last edited by >BKA< T Wrecks; 07-10-2004 at 16:25..
  
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Re: Bots and breakables... once again
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sPlOrYgOn
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Default Re: Bots and breakables... once again - 08-10-2004

yea it's a problem when theres a little something just before the window..
This happened because I switched it to head_hull instead of point_hull..
head_hull sends a "thicker" line to see whats there and most likely it hit probably the window sill or something..
It's already been fixed in b44...
[edit]
I'll have to check de_frosty...
[/edit]
[edit2]
I've figured it out..
the material is unbreakable glass...
bleh.. wonder how to get the material of an object...
*goes looking through files*
[/edit2]

Last edited by sPlOrYgOn; 08-10-2004 at 03:13..
  
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Re: Bots and breakables... once again
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>BKA< T Wrecks
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Default Re: Bots and breakables... once again - 08-10-2004

Hmmm... I attached a thumbnail to show the windows. They go right from the ceiling to the floor, and even the window frame is a func_illusionary or something; at least the bots can pass right through.
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Re: Bots and breakables... once again
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sPlOrYgOn
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Default Re: Bots and breakables... once again - 09-10-2004

sends tracehull from the waypoints he last went through...
don't worry it'll work next release..
and I cannot find a way to detect func_breakables with their material as unbreakable glass...
  
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Re: Bots and breakables... once again
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>BKA< T Wrecks
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Default Re: Bots and breakables... once again - 09-10-2004

Well, that's not the worst problem. I haven't yet had a map where it wasn't possible to place waypoints in such a distance from unbreakable glass that the bots don't get close enough to try and shoot it. My waypoints for de_frosty work fine now, but if you had a look at them, you would see how I worked around those windows...



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Re: Bots and breakables... once again
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>BKA< T Wrecks
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Default Re: Bots and breakables... once again - 26-10-2004

Oops, new problem! I'm currently waypointing cs_office_cz... There are two elevated sniper rooms near CT spawn, just in the original map. Well, to speed up the bots' movement a little, I waypointed jumps right through the windows and into the yourtyard. However, bots fail to break the windows. And this time, they CAN be broken.



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Re: Bots and breakables... once again
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sPlOrYgOn
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Default Re: Bots and breakables... once again - 27-10-2004

they don't check for breakables while jumping
I guess this can be changed but then they will get stuck at the windows at ct spawn in de_frosty...
does anyone know how to detect if the glass is breakable or not? I couldn't find a way... maybe if I went through the BSP itself..
  
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Re: Bots and breakables... once again
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Whistler
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Default Re: Bots and breakables... once again - 27-10-2004

"does anyone know how to detect if the glass is breakable or not?"
well, I think count floyd has already done this in util.cpp, but sorry I've forgot the original function name. just search for "breakable" and I hope you'll find it
  
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Re: Bots and breakables... once again
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Pierre-Marie Baty
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Default Re: Bots and breakables... once again - 27-10-2004

When a glass is breakable its entity classname is simply named "func_breakable". It's not enough to check that tho, you also need to ensure that this entity allows taking damage, and that its health is not unreasonably high. The crates in dust are breakable too, but virtually indestructible (but by the blast).



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Re: Bots and breakables... once again
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sPlOrYgOn
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Default Re: Bots and breakables... once again - 28-10-2004

yea it takes damage and everything..
I tested all the variables in a breakable glass and an unbreakable glass and they were exactly the same.. except in Hammer one you would set the material type to "Glass" and the other you would set to "Unbreakable Glass"

Last edited by sPlOrYgOn; 28-10-2004 at 02:22..
  
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