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> RCBot 1.4 BETA, For NS 3.0 + other stuff (GET IT :P)
LordSkitch
post Sep 14 2006, 07:59 PM
Post #241


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what else thats simple and cosmetic and just.. too aggrivatingly simple for you to worry about? ill throw my hat over the wall but i may not be able to do it.
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zodiac
post Sep 23 2006, 09:07 AM
Post #242


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No dice...I think I am missing a libset maybe.

laugh.gif LordSkitch, Windows users only say that when they either dont understand Linux or fear its capabilities over what they are used to. laugh.gif

Z
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LordSkitch
post Sep 23 2006, 10:38 AM
Post #243


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oh i dont fear linux at all, in fact i use gentoo, thats some hard assed bitch-making linux... but i think the uses for linux are where people get screwed over

linux is great for servers.. just shell.. no kde, no gnome.. just shell. a command line. gui's are secondary and totally uneeded, and even then, you need to know how to secure a linux server. most people cant and wont do it. especially for webservers. i dont know why zone-h took their daily defacement counter thing off, but almost every day, linux took not just a plurality, but a majority of the defacements, and windows server 2000/2003 was usually < 5%

they have the archives up still, but it's not as clean and easy to tell the numbers ( http://www.zone-h.org/component/option,com...temid,43/page,1 )

linux is pretty assed out for a normal persons desktop though. not only do you have to know ahead of time what software you want, a lot of times it doesnt do what you need it to do. and the whole "well you can just recode it!" is pretty bullshit, i mean you CAN, but like.. if you need to recode open office to do something, its like 3500 source files... good luck finding the line you need to edit in that crap.

but most definately, as servers... double most definately internal servers, where it's running software YOU write, theyre the badassed heavyweights of serverdom.

(i had to come to terms with linux, while building and writing software for a router to do what this can do, and more)
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LordSkitch
post Oct 7 2006, 08:30 AM
Post #244


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i put in a..

FakeClientCommand(m_pEdict,"say_team \"i want to heal something\"")

line after

case BOT_TASK_HEAL_PLAYER:
{

among several other places in there to try and debug why the bots wont heal the hive, and from what i can tell, they never get the task bot_task_heal_player

i would fix it, but im having trouble figuring out the flow of the task edict whatnot doodad.

there are

addtask(cbottask(bot_task_heal_player...

things, but i havent seen them say theyre gonna heal anything as of yet...

im gonna put some more traces or whatever you wanna call em in there and see if they ever get the task...


[edit]

i put a team say thing after every spot i could find where the addtask bot task heal player thing was, and it never came up... i dunno wtf is goin on.

[edit again]

oh yeah, i also added in the stuff to let the marine bots get scan in combat, cause with cloaked aliens they need it tongue.gif

[way later edit]

the bots will say theyve spotted the hive when the hive is currently being built and is hurt, but not once its completed building... maybe its name changes from like.. BUILDING_HIVE to BUILDING_HIVE_COMPLETE or something like that, i dunno, and i dunno how to check tongue.gif
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Venom
post Dec 9 2006, 09:45 PM
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Good job Lordskitch, keep up the good work.
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Venom
post Dec 10 2006, 10:13 AM
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Hello i have been doing some coding myself as well but its not working as it should and testing it is very difficult. What i wanted to do is based on certain maps, certain skills will be active and certain skills will be disabled, here is what i got already.

The code will look messey in IPB due to the indentation but will look correct in Visual Studio.

The problem am having is that certain skills seem to work and certain ones dont, im sure its something to do with my coding but like Lordskitch, sometimes i have trouble reading what Cheeseh is coded smile.gif

If you can fix it, i would be very greatful as its annoying the hell out of me and its extremely difficult to test

CODE

                if ( IsMarine() )
                {
                    if ( gBotGlobals.IsConfigSettingOn(BOT_CONFIG_WANT_RESUPPLY) )
                    {
                        if ( BotWantsCombatItem(BOT_COMBAT_WANT_RESUPPLY) /*&& m_pCurrentWeapon && m_pCurrentWeapon->LowOnAmmo()*/ )
                        {
                            m_iPossibleUpgrades.Add(RESEARCH_RESUPPLY);
                        }
                    }
                    // WEAPONS
                    if ( !HasUser4Mask(MASK_UPGRADE_1) )
                    {
                        if ( gBotGlobals.IsConfigSettingOn(BOT_CONFIG_WANT_DAMAGE1) )
                        {
                            m_iPossibleUpgrades.Add(RESEARCH_WEAPONS_ONE);
                        }
                    }
                    else
                    {

                        // make sure we only get one of these weapons, the one we want
                        if ( !HasWeapon(NS_WEAPON_SONIC) && !HasWeapon(NS_WEAPON_GRENADE_GUN) && !HasWeapon(NS_WEAPON_HMG) )
                        {
                            if ( gBotGlobals.IsConfigSettingOn(BOT_CONFIG_WANT_SHOTGUN) )
                            {
                                m_iPossibleUpgrades.Add(BUILD_SHOTGUN);
                            }
                        }
                        else
                        {                            
                            if ( BotWantsCombatItem(BOT_COMBAT_WANT_GRENADE_GUN) && !HasWeapon(NS_WEAPON_GRENADE_GUN) )
                            {
                                if ( gBotGlobals.IsConfigSettingOn(BOT_CONFIG_WANT_GRENADE_GUN) )
                                {
                                    m_iPossibleUpgrades.Add(BUILD_GRENADE_GUN);
                                }
                            }
                            if ( gBotGlobals.IsConfigSettingOn(BOT_CONFIG_WANT_HMG) )
                            {
                                if ( BotWantsCombatItem(BOT_COMBAT_WANT_HMG) && !HasWeapon(NS_WEAPON_HMG) )
                                {
                                    m_iPossibleUpgrades.Add(BUILD_HMG);
                                }
                            }
                        }
                        if ( gBotGlobals.IsConfigSettingOn(BOT_CONFIG_WANT_WELDER) )
                        {
                            if ( BotWantsCombatItem(BOT_COMBAT_WANT_WELDER) && !HasWeapon(NS_WEAPON_WELDER) )
                            {
                                m_iPossibleUpgrades.Add(BUILD_WELDER);
                            }
                        }
                        if ( gBotGlobals.IsConfigSettingOn(BOT_CONFIG_WANT_MINES) )
                        {
                            if ( BotWantsCombatItem(BOT_COMBAT_WANT_MINES) && !HasWeapon(NS_WEAPON_MINE) )
                            {
                            m_iPossibleUpgrades.Add(BUILD_MINES);
                            }
                        }
                        if ( gBotGlobals.IsConfigSettingOn(BOT_CONFIG_WANT_DAMAGE2) )
                        {
                            if ( !HasUser4Mask(MASK_UPGRADE_2) )
                            {
                                m_iPossibleUpgrades.Add(RESEARCH_WEAPONS_TWO);                            
                            }
                        }
                        else
                        {
                            if ( gBotGlobals.IsConfigSettingOn(BOT_CONFIG_WANT_DAMAGE3) )
                            {
                                if ( !HasUser4Mask(MASK_UPGRADE_3) )
                                {
                                    m_iPossibleUpgrades.Add(RESEARCH_WEAPONS_THREE);                            
                                }
                            }
                        }
                    }
                    // ARMOR

                    // first armor
                    if ( !HasUser4Mask(MASK_UPGRADE_4) )
                    {
                        if ( gBotGlobals.IsConfigSettingOn(BOT_CONFIG_WANT_ARMOR1) )
                        {
                            m_iPossibleUpgrades.Add(RESEARCH_ARMOR_ONE);
                        }
                    }
                    else
                    {
                        // second
                        if ( !HasUser4Mask(MASK_UPGRADE_5) )
                        {
                            if ( gBotGlobals.IsConfigSettingOn(BOT_CONFIG_WANT_ARMOR2) )
                            {
                                m_iPossibleUpgrades.Add(RESEARCH_ARMOR_TWO);
                            }
                        }
                        else
                        {
                            // want a jetpack
                            if ( BotWantsCombatItem(BOT_COMBAT_WANT_JETPACK) && !HasJetPack() )
                            {
                                if ( gBotGlobals.IsConfigSettingOn(BOT_CONFIG_WANT_JETPACK) )
                                {
                                    m_iPossibleUpgrades.Add(BUILD_JETPACK);
                                }
                            }
                            // want heavy armor
                            else if ( BotWantsCombatItem(BOT_COMBAT_WANT_ARMOR) && !HasUser4Mask(MASK_UPGRADE_13) )
                            {
                                if ( gBotGlobals.IsConfigSettingOn(BOT_CONFIG_WANT_HEAVY_ARMOR) )
                                {
                                    m_iPossibleUpgrades.Add(BUILD_HEAVY);
                                }
                            }
                            // third armor research
                            else if ( !HasUser4Mask(MASK_UPGRADE_6) )
                            {
                                if ( gBotGlobals.IsConfigSettingOn(BOT_CONFIG_WANT_ARMOR3) )
                                {
                                    m_iPossibleUpgrades.Add(RESEARCH_ARMOR_THREE);
                                }
                            }
                        }
                    }                                        
                }
                else if ( IsAlien() )
                {
                    if ( IsSkulk() )
                    {
                        // want to go onos
                        if ( BotWantsCombatItem(BOT_COMBAT_WANT_ONOS) )
                        {
                            if ( gBotGlobals.IsConfigSettingOn(BOT_CONFIG_WANT_ONOS) )
                            {
                                m_iPossibleUpgrades.Add(ALIEN_LIFEFORM_FIVE); // onos
                            }
                        }
                        else if ( BotWantsCombatItem(BOT_COMBAT_WANT_FADE) )
                        {
                            if ( gBotGlobals.IsConfigSettingOn(BOT_CONFIG_WANT_FADE) )
                            {
                                m_iPossibleUpgrades.Add(ALIEN_LIFEFORM_FOUR); // fade
                            }
                        }
                        else  //( BotWantsCombatItem(BOT_COMBAT_WANT_LERK) )
                        {
                            if ( gBotGlobals.IsConfigSettingOn(BOT_CONFIG_WANT_LERK) )
                            {
                                m_iPossibleUpgrades.Add(ALIEN_LIFEFORM_THREE); // lerk
                            }
                            if ( (UTIL_SpeciesOnTeam(AVH_USER3_ALIEN_PLAYER2) == 0) || (UTIL_SpeciesOnTeam(AVH_USER3_ALIEN_PLAYER2) < (int)(UTIL_PlayersOnTeam(TEAM_ALIEN)*gBotGlobals.m_fGorgeAmount/2)) )
                                m_iPossibleUpgrades.Add(ALIEN_LIFEFORM_TWO); //gorge
                        }
                    }
                    else if ( IsFade() )
                    {
                        // want to go onos
                        if ( BotWantsCombatItem(BOT_COMBAT_WANT_ONOS) )
                        {
                            if ( gBotGlobals.IsConfigSettingOn(BOT_CONFIG_WANT_ONOS) )
                            {
                                m_iPossibleUpgrades.Add(ALIEN_LIFEFORM_FIVE); //onos
                                m_iPossibleUpgrades.Add(ALIEN_LIFEFORM_FIVE); // more chance!
                            }
                        }
                    }
                    else if ( IsGorge() )
                    {
                        if ( BotWantsCombatItem(BOT_COMBAT_WANT_LERK) )
                        {
                            if ( gBotGlobals.IsConfigSettingOn(BOT_CONFIG_WANT_LERK) )
                            {
                                m_iPossibleUpgrades.Add(ALIEN_LIFEFORM_THREE); //lerk
                            }
                        }
                        else
                        {
                            if ( gBotGlobals.IsConfigSettingOn(BOT_CONFIG_WANT_FADE) )
                            {
                                m_iPossibleUpgrades.Add(ALIEN_LIFEFORM_FOUR); // fade
                                m_iPossibleUpgrades.Add(ALIEN_LIFEFORM_FOUR); // more chance of going fade
                            }
                        }
                    }
                    
                    if ( !IsSkulk() )
                    {
                        // How do we find out we already have the ability???
                        if ( gBotGlobals.IsConfigSettingOn(BOT_CONFIG_WANT_ABILITY1) )
                        {
                            m_iPossibleUpgrades.Add(118); //ability 1
                        }
                        // leave some room for onos resources
                        if ( !BotWantsCombatItem(BOT_COMBAT_WANT_ONOS) )
                        {
                            if ( gBotGlobals.IsConfigSettingOn(BOT_CONFIG_WANT_ABILITY2) )
                            {
                            m_iPossibleUpgrades.Add(126); //ability 2
                            }
                        }
                    }

                    if ( !HasUser4Mask(MASK_UPGRADE_1) && BotWantsCombatItem(BOT_COMBAT_WANT_DEFUP1) )
                        if ( gBotGlobals.IsConfigSettingOn(BOT_CONFIG_WANT_DEFUP1) )
                        {
                            m_iPossibleUpgrades.Add(ALIEN_EVOLUTION_ONE);// Carapace
                        }    
                    if ( !HasUser4Mask(MASK_UPGRADE_2) && BotWantsCombatItem(BOT_COMBAT_WANT_DEFUP2) )
                        if ( gBotGlobals.IsConfigSettingOn(BOT_CONFIG_WANT_DEFUP2) )
                        {
                            m_iPossibleUpgrades.Add(ALIEN_EVOLUTION_TWO);// Regeneration
                        }
                    if ( !HasUser4Mask(MASK_UPGRADE_3) && BotWantsCombatItem(BOT_COMBAT_WANT_DEFUP3) )
                        if ( gBotGlobals.IsConfigSettingOn(BOT_CONFIG_WANT_DEFUP3) )
                        {
                            m_iPossibleUpgrades.Add(ALIEN_EVOLUTION_THREE);// Redemption
                        }
                    if ( !HasUser4Mask(MASK_UPGRADE_4) && BotWantsCombatItem(BOT_COMBAT_WANT_MOVUP1) )
                        if ( gBotGlobals.IsConfigSettingOn(BOT_CONFIG_WANT_MOVUP1) )
                        {
                            m_iPossibleUpgrades.Add(ALIEN_EVOLUTION_SEVEN);// Celerity
                        }                        
                    if ( !HasUser4Mask(MASK_UPGRADE_5) && BotWantsCombatItem(BOT_COMBAT_WANT_MOVUP2) )
                        if ( gBotGlobals.IsConfigSettingOn(BOT_CONFIG_WANT_MOVUP2) )
                        {
                            m_iPossibleUpgrades.Add(ALIEN_EVOLUTION_EIGHT);// Adrenaline
                        }                    
                    if ( !HasUser4Mask(MASK_UPGRADE_6) && BotWantsCombatItem(BOT_COMBAT_WANT_MOVUP3) )
                        if ( gBotGlobals.IsConfigSettingOn(BOT_CONFIG_WANT_MOVUP3) )
                        {
                            m_iPossibleUpgrades.Add(ALIEN_EVOLUTION_NINE);// Silence
                        }
                    if ( !HasUser4Mask(MASK_UPGRADE_7) && BotWantsCombatItem(BOT_COMBAT_WANT_SENUP1) )

                        if ( gBotGlobals.IsConfigSettingOn(BOT_CONFIG_WANT_SENUP1) )
                        {
                            m_iPossibleUpgrades.Add(ALIEN_EVOLUTION_TEN);// Cloaking
                        }    
                    if ( !HasUser4Mask(MASK_UPGRADE_8) && BotWantsCombatItem(BOT_COMBAT_WANT_SENUP2) )
                        if ( gBotGlobals.IsConfigSettingOn(BOT_CONFIG_WANT_SENUP2) )
                        {
                            m_iPossibleUpgrades.Add(ALIEN_EVOLUTION_ELEVEN);// Pheromones
                        }
                        
                    if ( !HasUser4Mask(MASK_UPGRADE_9) && BotWantsCombatItem(BOT_COMBAT_WANT_SENUP3) )
                        if ( gBotGlobals.IsConfigSettingOn(BOT_CONFIG_WANT_SENUP1) )
                        {
                            m_iPossibleUpgrades.Add(ALIEN_EVOLUTION_TWELVE);// Scent of fear
                        }
                }



Here is the list of commands:
# Skill Settings
# 1 = Enables / 0 = Disable
config want_damage1 1
config want_damage2 1
config want_damage3 1
config want_shotgun 1
config want_hmg 0
config want_grenade_gun 1
config want_armor1 1
config want_armor2 1
config want_armor3 1
config want_jetpack 1
config want_heavy_armor 1
config want_welder 1
config want_resupply 1
config want_mines 1
config want_catalyst 1
config want_move_dection 1
config want_lerk 1
config want_fade 1
config want_onos 1
config want_defup1 1
config want_defup2 1
config want_defup3 1
config want_movup1 1
config want_movup2 1
config want_movup3 1
config want_senup1 1
config want_senup2 1
config want_senup3 1
config want_ability1 1
config want_ability2 1
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Cheeseh
post Dec 10 2006, 01:41 PM
Post #247


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Why would you want to do that though? Their selections are based on a genetic algorithm anyway so sometimes they may never select an upgrade or they may select all or no upgrades. They are learning their upgrade choices for the best choice on combat maps, and Their choices change each time they start a new combat game. tongue.gif

If you want to do something like that you will need to remove the GA connection to the upgrades, near the top of the code on start-up. And will need to add a config command with a bitmask of all the combat attrib's i.e (want_damage1 = 1, want_damage2 = 2, want_damage3 = 4, etc) into a global "CombatWants" variable or something. And alter "BotWantsCombatItem" to read "CombatWants"

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Venom
post Dec 10 2006, 01:58 PM
Post #248


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QUOTE(Cheeseh @ Dec 10 2006, 01:41 PM) *

Why would you want to do that though? Their selections are based on a genetic algorithm anyway so sometimes they may never select an upgrade or they may select all or no upgrades. They are learning their upgrade choices for the best choice on combat maps, and Their choices change each time they start a new combat game. tongue.gif

If you want to do something like that you will need to remove the GA connection to the upgrades, near the top of the code on start-up. And will need to add a config command with a bitmask of all the combat attrib's i.e (want_damage1 = 1, want_damage2 = 2, want_damage3 = 4, etc) into a global "CombatWants" variable or something. And alter "BotWantsCombatItem" to read "CombatWants"


Thanks

You would want to block certain stuff like jetpacks or gls, so i thought you might as well be able to customise all skills based on per a map, so on certain maps you may wish to disable jetpacks and on others you may wish to have HMG and heavy armor only. It just gives the server admins the choice of what to block and what not to block, of course, a human blocking plugin will be needed as well for this.
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LordSkitch
post Jan 15 2007, 09:28 AM
Post #249


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whats the word on getting the gorges to heal things? ive tried everything i can think of, and i still cant get the little bastards to do it.
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LordSkitch
post Feb 20 2007, 02:43 PM
Post #250


I cuddle with my bots.
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i spent like an hour and a half yesterday trying to sort through the code to fix some issues people keep yellin at me about,

1 - the fades going up to wallstick waypoints and not blinking, but just standing there looking at the wallstick waypoint. i removed them from CanUseFlyWaypoints or whatever and solved that.

2 - the gorges healing. i have absolutely no clue why they wont heal. well i have seen them heal, but theyll heal like unfinished hives. after that they wont heal any players/structures/whatever. i cant figure out why they do it. or dont do it rather.

3 - the aliens getting upgrades on NS maps. i found two identical sections of code and so i changed the top one...

CODE
    if ( gBotGlobals.IsNS() && bCanUpgrade && (m_fUpgradeTime < gpGlobals->time) && IsAlien())
    {
        AddPriorityTask(CBotTask(BOT_TASK_ALIEN_UPGRADE,0));
        m_fUpgradeTime = gpGlobals->time + RANDOM_FLOAT(5.0,10.0);
    }

    
    if ( gBotGlobals.IsNS() && bCanUpgrade && gBotGlobals.IsCombatMap() && (m_fUpgradeTime < gpGlobals->time) )
    {
        AddPriorityTask(CBotTask(BOT_TASK_COMBAT_UPGRADE,0));
        m_fUpgradeTime = gpGlobals->time + RANDOM_FLOAT(5.0,10.0);
    }



and the wierd thing is they get the task bot_task_alien_upgrade but then the little bastards dont do it! so im thinkin i need to do it in the sense of

CBotTask(BOT_TASK_ALIEN_UPGRADE,0,NULL,BOT_UPGRADE_DEF)

kind of thing, so i'll edit that function after i get home from school and see if it works.

4 - lerks/fades flying/blinking over normal waypoints. i cant even find the code where a normal waypoint is defined. i can find all the other waypoint types but not the freakin normal ones.

5 - i think theres a crashy part of the code somewhere in it, but all of a sudden i cant freakin debug the thing to find it. so i dunno whats up with that.
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LordSkitch
post Feb 20 2007, 09:34 PM
Post #251


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changed it to
CODE
badcode


and that seems to work. have to do more testing.


changed it again, they were in infinite loops trying to get upgrades cause it didnt have checks to see if they could upgrade
CODE
morebadcode


i put in a little doodad to make them say if they could get defensive upgrades via gBotGlobals.m_bCanUpgradeDef

and it turns out its always 0, even when theres 3 hives and several of each chamber

so now i think the problem lies here..:

CODE



    else
    {
        if ( message_type == 0 )
        {
            if ( state == 0 )
            {
                num_loops = *(int*)p;
                state ++;

                read_states = 0;

                gBotGlobals.m_bCanUpgradeDef = FALSE;
                gBotGlobals.m_bCanUpgradeSens = FALSE;
                gBotGlobals.m_bCanUpgradeMov = FALSE;

                if ( gBotGlobals.IsDebugLevelOn(BOT_DEBUG_MESSAGE_LEVEL) )
                    BotMessage(NULL,0,"num upgrades : %d",num_loops);
            }
            else if ( got_loops < num_loops )
            {
                if ( gBotGlobals.IsDebugLevelOn(BOT_DEBUG_MESSAGE_LEVEL) )
                {
                    //BotMessage(NULL,0,"reading upgrade info : %d...",got_loops);
                    BotMessage(NULL,0,"Upgrade Info : %d...",*(int*)p);
                }

                switch ( *(int*)p )
                {
                case 1:
                    gBotGlobals.m_bCanUpgradeDef = TRUE;
                    break;
                case 2:
                    gBotGlobals.m_bCanUpgradeSens = TRUE;
                    break;
                case 3:
                    gBotGlobals.m_bCanUpgradeMov = TRUE;
                    break;
                }
                
                
                // READ UPGRADE INFO
                got_loops++;
            }

        }


and... i dont know what to do about that. i dont even know wtf it does. so you gotta come help me out mr cheese! tongue.gif

[edit again]

ok so i debugged it.

if ( message_type == 0 )

needs to be

if ( message_type == 128 )

and then the original get upgrade code you had works fine. gotta do more testing though.
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Cheeseh
post Feb 20 2007, 10:49 PM
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whats badcode / morebadcode ? tongue.gif

the crash you found, make sure you select "Stop Always" for each exception in the Debug -> (Exceptions I think)

the message stuff you posted is only for NS maps, not sure if it works on Combat maps, but I may have replaced it with Combat upgrading using BOT_COMBAT_UPGRADE instead of BOT_ALINE_UPGRADE if its a combat map.

I still haven't looked at the gorge healing yet, I think a lot of debugging is required for it.

I still don't have MS Visual studio 6 installed yet either ohmy.gif
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LordSkitch
post Feb 20 2007, 11:22 PM
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badcode and morebadcode were big blocks of code that i decided didnt work and didnt need to show cause someone might try to use it.
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LordSkitch
post Feb 22 2007, 12:06 AM
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ok so like.. heres some situations ive found

situation one

1st upgrade: movement
bots dont get upgrades.

2nd upgrade: sensory
bots get sensory

3rd upgrade: defense
bots get sensory and defense

situation two

1st upgrade: sensory
bots dont get upgrades

2nd upgrade: defense
bots get defense upgrades

3rd upgrade: movement
bots get sensory and defense



i need to create the third situation, but i dont know why theyre getting upgrades in weird patterns... i did a debug on the ... messages, and it'll say like

message 128
upgrades: 8
upgrade 1
upgrade 1
upgrade 1
upgrade 1
upgrade 2
upgrade 2
upgrade 2
upgrade 2

or whatever, but .. well maybe the numbers have since become skewed... ill debug that next. but for now, PAIN PILLS CAUSE IVE BEEN WALKING AROUND THE LAB FOR THE PAST FIVE HOURS!
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Cheeseh
post Feb 22 2007, 08:45 AM
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argh !

I'll need to havee a look at this soon... I'll install MS VC 6 later today tongue.gif
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LordSkitch
post Feb 22 2007, 01:25 PM
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youre my hero wub.gif
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Cheeseh
post Feb 22 2007, 02:20 PM
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Well I just installed and fixed a nasty "no change weapons/non attacking" bug in NS where the bots wouldn't change their weapons properly and wouldn't attack.

more stuff to some biggrin.gif

by the way are you trying to fix the upgrades for just NS Maps? I'm having a look at em now

edit:

It looks liek the latest NS uses different methods of showing Alien Updates, the "SetTech" message seems more important for upgrading.

e.g.

using rcbot debug "message" 1

------ MESSAGE_BEGIN("SetTech") : "lam3r" -------
WRITE_BYTE(107)
WRITE_BYTE(48)
WRITE_BYTE(0)
WRITE_BYTE(0)
WRITE_SHORT(0)
WRITE_SHORT(2)
WRITE_BYTE(3)
---------MESSAGE_END("SetTech")-------
------ MESSAGE_BEGIN("SetTech") : "lam3r" -------
WRITE_BYTE(108)
WRITE_BYTE(48)
WRITE_BYTE(0)
WRITE_BYTE(0)
WRITE_SHORT(0)
WRITE_SHORT(2)
WRITE_BYTE(3)
---------MESSAGE_END("SetTech")-------
------ MESSAGE_BEGIN("SetTech") : "lam3r" -------
WRITE_BYTE(109)
WRITE_BYTE(48)
WRITE_BYTE(0)
WRITE_BYTE(0)
WRITE_SHORT(0)
WRITE_SHORT(2)
WRITE_BYTE(3)
---------MESSAGE_END("SetTech")-------

the first message WRITE_BYTE, 107,108,109 correspond to:


ALIEN_EVOLUTION_SEVEN = 107, // Celerity
ALIEN_EVOLUTION_EIGHT = 108, // Adrenaline
ALIEN_EVOLUTION_NINE = 109, // Silence

this message happened after I built a movement chamber

BUT how do I know if a hive has been destroyed and aliens can't get this upgrade anymore?? Haven't found out yet

I beleive I added a CBotNSTechs class that uses these though

edit again:

oh and to fix the non-attack bug (perhaps you already found it but hey.) In bot.cpp in NORMAL_ATTACK: task

CODE

                case MOD_NS:
                {
                    BOOL bChangeWeapon = FALSE;
                    
                    if ( (m_pCurrentWeapon == NULL) || (m_pCurrentWeapon->HasWeapon(m_pEdict)==FALSE) )
                    {
                        //Get weapon
                        bChangeWeapon = TRUE;
                    }
                    
                    if ( !bChangeWeapon || (m_CurrentTask->TaskInt() == 0) ) /* CHANGE THIS LINE */
                    {
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LordSkitch
post Feb 22 2007, 05:58 PM
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you can still upgrade if the hives dead, all you need is atleast one of those chambers.


http://www.joesucks.net/files/rcbot/source.rar
heres a link to the source im using if you wanna see what ive done with it...

i put in.. ummm.. the upgrade built message was changed from 0 to 128, i put in rcbot config disable_all_squads to keep people from squadwhoring, ummmm i gave the marines the ability to get scan in combat... uhhhhhhh... i dont know what else.

ill go add that non-attacking thing and give it a test and see what goes on.
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LordSkitch
post Feb 25 2007, 01:15 AM
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its been up for 44ish hours with no problems, and the bots no longer will randomly look at something and try to kill it by looking mean, and will actually fire. i havent seen the gorges just watching, and i havent seen the fades whip out their acid rockets only to look and do nothing

commit that code!
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Cheeseh
post Feb 26 2007, 02:01 PM
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you could go through everything you fixed so I could have another look at it and also make any changes before committing tongue.gif Then most of the fixes will be in it

ps.. Happy 25th there skitchy !
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