Thread: RcBot 4.6

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  1. #51
    RCbot Waypointer
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    Re: RcBot 4.6

    The updated murks rcw's have been uploaded to the rcbot forums.

    I made some test waypoints for quarter late last night, there is a problem with the breakable defend areas. I have been able to get the bots to move away from these areas, sometimes. The first area is causing the most problems for bots, i've got them moving away from one door fairly well, but the other door isn't so good yet. the other defend points have been easier to get them to ignor, but it's far from perfect. I'm also having some trouble getting them to move out of the spawn rooms quickly. Will play around with this today & see what more can be done. May upload a test rcw later today for anyone that wants to check it out?

    I guess this is the same issue w00tguy123 posted about here over a year ago? I guess nothing has been done to fix this (rcbot code)?

    http://rcbot.bots-united.com/forums/...&hl=breakables

    First post, third paragraph...

  2. #52
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    Re: RcBot 4.6

    [Edit 1-25-13] I uploaded a new waypoint for quarter a few days ago, and just uploaded an updated sc4.7 waypoint for BlackmesaEPF at the rcbot forums. Have fun...

    [Edit - 2-11-13] I've uploaded new waypoints for the Richard_Boderman map. Besides the updated BlackmesaEPF waypoint for sc4.7 (cafeteria area rebuilt), I also updated the Royals4 rcw (bots use teleporter again & a few other things), and the Infested rcw.

    Goto to the RCbot forums here to get em:
    http://rcbot.bots-united.com/forums/...hp?showforum=9

    Quarter:

    The bots do still shoot the defend signs, but I don't think they damage them. Bots can get around the map. I tried to direct them away from the signs, so they don't allways shoot the signs, and do fight enemies. I haven't tried higher levels, but it's playable on easy. See the rcbot site for details....

    See... they work... sorta....

    Last edited by madmax2; 11-02-2013 at 03:05 PM.

  3. #53
    Unregistered User Yuraj's Avatar
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    Re: RcBot 4.6

    Where is latest rcbot 4.7 source code? Maybe I can fix problem with breakables (add new waypoint type to not shoot near func_breakable or other way to fix).

  4. #54
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    Re: RcBot 4.6

    Hey Yuraj,

    That would be great if breakables could be fixed. I've done a little checking and I don't think cheeseh has posted the latest source for rcbot 4.6/4.7. He recently replyed to the question here with the 4.5 source...
    http://rcbot.bots-united.com/forums/...=0&#entry11284

    I checked the src file dates & they are older than the 4.6 debug dll that works with sc4.6/4.7.

    Also, w00tguy123 posted here about the problem:
    http://rcbot.bots-united.com/forums/...&hl=breakables

    I will post at the rcbot site & let cheeseh know you are interested in fixing this, I'm not a coder, but I assume you would need the 4.6 debug sources?

    Anyways, thanks ...
    madmax2

    Additional Info, just to be aware of:
    There is another problem with the bots unrelated to the breakables issue that shows up in this map too (and other maps). At the last spawn room, bots have a lot of trouble getting through the door & they stand around thinking. They seem to go sideways a lot, drawn to the door button or the edges of the doorway. It may be related to thier avoidance code, because it seems to occur most when there is more than one bot in the room, but i'm not sure about that? This occurs at the computer spawn room too, to a lesser degree, and with a straight simple pathway through the door.

    [edit] Ok, I posted at the rcbot site about this here: http://rcbot.bots-united.com/forums/...=0&#entry11299 Check it out... same as first link above...
    Last edited by madmax2; 12-02-2013 at 04:09 PM.

  5. #55
    func_vehicle enthusiaist w00tguy123's Avatar
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    Re: RcBot 4.6

    If the latest source gets uploaded I'll try to help too. I have more experience with C/C++ now, but I feel like someone who knows how to write half-life plugins would best know how to work with RCBot.
    Love,
    w00tguy

  6. #56
    SvenCoop Bot AI Developer Cheeseh's Avatar
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    Re: RcBot 4.6

    Finally I've had the time to have a look at this, I've edited the code in my source (I finally found it) and am going to download SC4.7 to try it out

    the edit should be simple like this,
    Code:
    BOOL BotFunc_BreakableIsEnemy ( edict_t *pBreakable, edict_t *pEdict )
    {
    	entvars_t *pEnemypev = &pBreakable->v;
    	// i. explosives required to blow breakable
    	// ii. OR is not a world brush (non breakable) and can be broken by shooting
    	if ( !(pEnemypev->flags & FL_WORLDBRUSH) && !(pEnemypev->spawnflags & SF_BREAK_TRIGGER_ONLY) )
    	{
    		//return ( !(pEnemypev->effects & EF_NODRAW) || (pEnemypev->target && *STRING(pEnemypev->target)) );
    		CBaseEntity *pEnt =  CBaseEntity::Instance(pEnemypev);// (CBaseEntity*)GET_PRIVATE(pEntity);
    				
    		int iClass = pEnt->Classify();
    
    		// w00tguy
    		if ( (iClass == -1) || (iClass == 1) || (iClass == 2) || (iClass == 3) || (iClass == 10) )
    			return FALSE; // not an enemy
    - Cheeseh :P

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  7. #57
    SvenCoop Bot AI Developer Cheeseh's Avatar
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    Re: RcBot 4.6

    updated:

    please try,

    http://rcbot.bots-united.com/downloa...elease_dll.zip

    this is a release dll compiled under MSVS 2005

    seems to work fine in SC 4.7 and bots don't shoot their own breakables
    - Cheeseh :P

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  8. #58
    func_vehicle enthusiaist w00tguy123's Avatar
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    Re: RcBot 4.6

    Cheeseh comes to the rescue! I just started the new map, Quarter, and they didn't attack the friendly breakables. According to that code, this is how bots classify breakables as friendlies/enemies (green = friend, red = enemy):

    -1 = None
    0 = Object Default
    1 = Machine
    2 = Player
    3 = Human Passive
    4 = Human Military
    5 = Alien Military
    6 = Alien Passive
    7 = Alien Monster
    8 = Alien Prey
    9 = Alien Predator
    10 = Insect
    11 = Player Ally
    12 = Player Hornet/Snark
    13 = Alien Hornet/Snark
    14 = X-Race

    Looking back on that, I think I screwed up a bit. Sven Co-op shows the following classes as friendlies through the HUD display:

    -1 = None
    0 = Object Default
    1 = Machine
    2 = Player
    3 = Human Passive
    4 = Human Military
    5 = Alien Military
    6 = Alien Passive
    7 = Alien Monster
    8 = Alien Prey
    9 = Alien Predator
    10 = Insect
    11 = Player Ally
    12 = Player Hornet/Snark
    13 = Alien Hornet/Snark
    14 = X-Race


    This should be a trivial fix, thankfully. It makes the most sense if bots attack all breakables that show up red in-game.

    If you get a chance, could you upload the latest source for this? If classification rules ever change, then I'm sure anyone can make the adjustment fairly quick. Also, the code for the 4.5 version had crash problems that you've fixed long ago.
    Love,
    w00tguy

  9. #59
    SvenCoop Bot AI Developer Cheeseh's Avatar
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    Re: RcBot 4.6

    well, I tried only 2,3 and 11, but the bots started shooting the breakables again. I think I could add a cvar that u could update rather than having to update the code
    - Cheeseh :P

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  10. #60
    warrior spy-warrior's Avatar  
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    Re: RcBot 4.6

    very good new
    thanks
    Patience is a virtue greatly needed by those who attempt great things.
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  11. #61
    func_vehicle enthusiaist w00tguy123's Avatar
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    Re: RcBot 4.6

    Quote Originally Posted by Cheeseh View Post
    well, I tried only 2,3 and 11, but the bots started shooting the breakables again. I think I could add a cvar that u could update rather than having to update the code
    Yes, a cvar would be great. I guess there are some maps that make "friendly" breakables have an enemy classification.
    Love,
    w00tguy

  12. #62
    RCbot Waypointer
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    Re: RcBot 4.6

    I updated the quarter waypoint for the new RCbot build, guys... Go get it here:
    http://rcbot.bots-united.com/forums/...ndpost&p=11306

    They are taken numbers & kick'n butt now... whoot ... Thanks again Cheeseh....

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