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Cheeseh |
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#1
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![]() Admin ![]() ![]() ![]() ![]() ![]() Group: Admin Posts: 3,066 Joined: 11-September 03 From: uk Member No.: 1 ![]() |
The main change to TF2 is that scripts have now been removed and it automatically detects points
This makes previously unplayable maps (tc_hydro, cp_degrootkeep, cp_gravelpit) available for bots to play normally Please update your TF2 waypoints to the new waypoints in the ZIP for it to work correctly. tf2: bots check if they can see the ground beneath enemies to help aim for rockets and grenades tf2: removed need for scripts in TF2 -- using TF2 point detection tf2: bots can attack skeletons on plr_hightower_event tf2: if capture point is unreachable bots will go to nearest defend points tf2: updated sniper and sentry and exit building based on current attack or defend point on cp maps tf2: bots can now high five tf2: fixed bots attacking sentries from distance tf2: sentry and sniper placement changes tf2: added new medic dode tf2: waypoint autofix 1 command fixes senty waypoints etc with no area on cp maps tf2: fixed snipers getting stuck tf2: snipers hide when enemies see them tf2: spies don't deliberately lose their disguise unless they think enemy is targeting them tf2: ubered bots don't change to shotgun or melee if they have explosive weapon ammo tf2: fixed sentry waypoint selection tf2: more chance of bots going to point when point under attack tf2: less chance of bots trying to build sentries upon each other tf2: medics try not to heal cloaked spies or disguised spies as other team tf2: when points are updated automatically update bots attack or defend points tf2: bots try to take cover from demo pipe grenades tf2: fixed sentry avoidance tf2: added payload avoidance tf2: bots can now taunt when messing around if taunts are disabled tf2: fixed sniper bug tf2: new debug tools (memory scan and memory check) tf2: fixed current waypoint being -1 if bot stuck in corner tf2: fixed demomen detonating stickies at wrong CP when under attack tf2: improved engineer picking up buildings quicker for moving tf2: areaonly waypoint is activated when area is under attack tf2: added new waypoint type "owneronly" - this waypoint can only be used by the owner of the point tf2: fixed improved engineer building code tf2: fixed piping and sentry attacking tf2: improved return to defend code tf2: bots improved aiming for melee attacks tf2: quicker waypoint tf2: if capture point can't be reached bots go to nearest defend point (e.g. cp_steel last cap) tf2: more probability of defending/atacking points under attack tf2: within 10 seconds of round end bots will push tf2: fixed some possible crashes tf2: fixed - bots go to the correct point under attack to defend tf2: removed need for setup time in script tf2: medics jump when the players they heal jump tf2: fixed rocket launcher aiming tf2: fixed sniper aiming if sniper can't see the ground of entity tf2: more probability of bots choosing spy or demoman if killed by a sentry if rcbot_change_classes is enabled tf2: fixed possible pipe waypoint was unreachable tf2: bots don't investigate sounds if they have an enemy or were recently spawned tf2: fixed rocket aiming tf2: faster pipe waypoint searching tf2: bots stop spy checking a team mate if they attack tf2: fixed aiming when piping or spamming grens tf2: medics don't heal if a player's already being healed by a medic tf2: sniper improvements, taking cover after shooting tf2: fixed bug when bots would forget getting the flag if enemy dropped the flag tf2: if enemy drops flag bots stop returning to intel tf2: fixed snipers walking while zoomed tf2: fixed new sentry attacking task behaviour tf2: medics don't hide from enemy if they are ubered tf2: bots see spies if they are cloaked with no cloak meter left tf2: fixed bots hearing cloaked bots moving and walking towards them cloaked tf2: fixed bots looking back at their healing medic tf2: improved bots choice of taking teleports or not tf2: bots become less paranoid after they kill a spy tf2: bots become paranoid when their sentry is sapped tf2: fixed demoman pipe trap at flag standing location bug tf2: improved demoman aiming with grenade launcher tf2: engineers try to walk round their sentries (requires more waypoints) tf2: engineers tend not to attack enemies if near their sentry so they can repair it instead tf2: ubered players dont investigate sounds tf2: fixed possible bug with ghost sentries tf2: bots only build teleporters when their sentries are okay tf2: fixed engineers going to other team resupply after building teleporter entrance after team switch tf2: engineers go to ther sentries if it is attacking tf2: improved defence and attack on attack/defend maps(must be set in script) tf2: fixed a small memory leak tf2: fixed payload bomb crash tf2: fixed navigation crash tf2: bots don't investigate sounds when attacking payload bomb tf2: fixed crashes in PLR and navigation tf2: spies try to avoid line of sight of enemies tf2: improved demoman piping and spamming sentries tf2: medics don't heal if a player's already being healed by a medic tf2: sniper improvements, taking cover after shooting tf2: fixed bug when bots would forget getting the flag if enemy dropped the flag tf2: if enemy drops flag bots stop returning to intel tf2: fixed snipers walking while zoomed tf2: fixed new sentry attacking task behaviour tf2: medics don't hide from enemy if they are ubered tf2: bots see spies if they are cloaked with no cloak meter left all: fixed sv_tags multiple rcbot2 tags all: fixed possible crash while editing waypoints all: fixed random function all: reduced cpu usage with lots of openslater waypoints in a map and lots of bots all: changed waitopen to waitground waypoint all: waypoint menu shows number of paths to waypoint all: added new debug commands all: you can debug a bot by looking at it with the debug bot command all: fixed crash bug when bot died on trigger_hurt all: waypoint distances automatically update during path find all: fixed debug bot crash when bot leaves server all: added waypoint commands all: new commands rcbot waypoint check, rcbot waypoint setareatonearest all: new commands rcbot waypoint teleport, rcbot waypoint autofix all: more reliability checks for ehandle (more stable) all: new command rcbot waypoint shiftareas X Y - shifts all visible waypoints with area X to Y all: bot remembers last failed path and avoids it next time all: fixed random function to be less biased all: fixed unable to select waypoint while editing if on the wrong team dod:s bots periodically check waypoints where other team may hide Download Link |
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madmax2 |
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#2
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RCBot Guru ![]() ![]() ![]() ![]() ![]() Group: Waypointers Posts: 957 Joined: 2-March 12 From: USA, WA state Member No.: 2,162 ![]() |
Copied from .85 topic, I don't know if this is happening in 0.90, but thought i'd post it while i was thinking about it.
![]() QUOTE [edit] I don't think it's related to the breakables, but I see bots blocked at doorways quite a lot in donner by NON-breakable furniture. They get stuck on top of the furniture that gets blown into doorways. It looks like they are trying to jump off, but keep banging their head and they stay in a standing position, and they never crouch. In this situation they need to crouch to get off the furniture. I've got some images i'll post so you can see what i'm talking about... I've seen it multiple times and more than once at this location, but "quite a lot" might be an exaggeration. Oh, the bot is trying to go though the doorway, and in the first 2 images it is the only path out of the room after going to a sniper/defend wpt on a balcony (dead end). At one point I had them jumping off the balcony, but they would get blocked by furniture there too! dod_donner0011_2.jpg http://www8.zippyshare.com/v/49790920/file.html dod_donner0012_2.jpg http://www8.zippyshare.com/v/94670543/file.html I think 3 bots were stuck this way here (maybe only one bot was on the table, but was blocking the other 2 bots), but something hit the table & moved it just before I took the SS, then bots got through... dod_donner0017_2.jpg http://www8.zippyshare.com/v/17246241/file.html Maybe just have them crouch once, every 3 or 4 times they try to jump free from an obstruction will fix this? |
YuriFR |
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#3
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![]() Advanced Member ![]() ![]() ![]() Group: Members Posts: 51 Joined: 7-January 14 Member No.: 2,318 ![]() |
I'll enjoy the mr. madmax2 posts who are here (continuation of "topic .85"), and add something to this topic over version 0.9:
I don't think it's related to the breakables, but I see bots blocked at doorways quite a lot in donner by NON-breakable furniture. They get stuck on top of the furniture that gets blown into doorways. It looks like they are trying to jump off, but keep banging their head and they stay in a standing position, and they never crouch. In this situation they need to crouch to get off the furniture. (...) At one point I had them jumping off the balcony, but they would get blocked by furniture there too! (...) Maybe just have them crouch once, every 3 or 4 times they try to jump free from an obstruction will fix this? 1 – Similar situations occurred to me too in dod_flash: the 3 images (screenshots on the .zip) by itself explain. I've Put in: http://www.mediafire.com/download/fzauca1u8ymt2o1/Rcbot2+-+Obstacle+problems.zip [I advance the description of these pictures below: "The obstacle [fuel drum], which was launched there [door] without premeditation (explosion), is preventing the passage of Rc-bot: he is not able to crouch, lie down, or to try work around the door, or to retreat/backward its previous route (path / waypoint) to take different ways (to avoiding the door capped.) He just jumps, without success. " And, on another picture: "The obstacle (fuel drum) is here [door]: still preventing the passage of bot, times after."] 2. Doe's this help bots use multiple routes better, not use the shortest route so much? [Cheeseh answers: Nope, it just makes bots a little smarter] 2 – I very much appreciate the implicit "suggestion" of mr. madmax2: "Rc-bot not use so often the shortest way". I think this idea deserve be studied, because in some maps Rc-bots prioritizes overly certain routes, so that the longer routes become almost abandoned. I notice too that the Rc-bots insists on the shortest path, even if he show the "most higher mortality rate" and bigger danger found, on area, in relation to the rest of the routes from a map. I will cite one location as example: the map dod_donner. The alleyway of allies attack (in the form of "L"), which gives direct access to the beginning of the germans field (I think to the second flag of axis). Every time I start a match in Donner, this alley is where occurs 70% at 80% of the skirmishes of the entire map. Although the shootout and carnage at the site is intense, the bots on both sides continue prioritizing the alley instead of daring new ways to ambush the enemy, or to do conquer the opposing flags. It is obvious, however, that some Rc-bots choose other routes, and achieve enemy flags. Yet they continue to use the alleyway with a much higher frequency, than any other path. With regard to this matter, may be necessary to make more changes, with the aim of reduce this discrepancy and preventing the Rc-bot becomes very repetitive and predictable, in the act of choosing their routes/routines. Thanks, guys! ![]() [I using google-translator, sorry for any misunderstanding...] |
Cheeseh |
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#4
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![]() Admin ![]() ![]() ![]() ![]() ![]() Group: Admin Posts: 3,066 Joined: 11-September 03 From: uk Member No.: 1 ![]() |
ok well I've added this to the code , will test it later
CODE bool CDODBot :: checkStuck () { if ( CBot::checkStuck() ) { ... edict_t *pGroundEnt = CClassInterface::getGroundEntity(m_pEdict); if ( pGroundEnt ) // stuck on furniture? { if ( strncmp(pGroundEnt->GetClassName(),"prop_physics",12) ) { // Duck if ( randomFloat(0.0f,1.0f) < 0.9f ) duck(); } } but I think the addition of bots avoiding their last failed path would solve this issue for a short time, when a bot for example walks into a door with an oil drum or whatever and can't pass through it should take another path unless it is stuck completely on the oil drum. One thing that might prevent this is other waypoints that have other paths that would cause the bot to get stuck in the old drum again causing a vicious loop |
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Lo-Fi Version | Time is now: 16th June 2025 - 11:38 PM |