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> RCBot 0.9, Massive TF2 update
Cheeseh
post Jun 25 2014, 09:38 AM
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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

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madmax2
post Jun 28 2014, 02:53 AM
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Hi YuriFR,

My opinion & thoughts wink.gif :

Good ideas, but lets wait & see if a crouch or a crouch-jump will solve the problem. I see some possible problems with #3 & #4. And I don't want to see them proning any more than they do now unless it is really needed (random proning for avoidance of enemy fire or grenades is good). I guess it would be ok if they can tell the difference between a piece of furniture blocking thier path and the edge of a doorway (worldspawn). But I don't think prone will be needed for Non-breakable obstructions? I'd prefer they just go another way if it is available to them...

#3 Many areas this happens at are to confined to use grenades safely. The browning (support) can move a piece of furniture easily. but a rifle barely nudges it. So, how would that work? The spade and knife don't work either, not for a heavy desk. I think it would be hard for the bots to know which way to move it, which direction to shoot it from, so grenade may be the only way?

#4
QUOTE
Rc-bot will ignore the obstructing path (and their immediate path-connections, from that blocked point, onwards) during the entire rest of that game-match.

There are many places in most maps that are waypointed as dead ends, hiding & cover places, sniper perches, just one way to go (donner balcony). These areas would become unavailable to bots, or bots maybe trapped? A player may come along & remove the blocking obstacle, but this would leave the bots unable to use the path for the duration? I don't think that would be good?

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YuriFR
post Jun 29 2014, 12:52 AM
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Hi mr. madmax2 !!
You made ​​important observations!

I'll try to clarify on certain points. The intention here, as usual, is not to overload mr. Cheeseh with many demands, but only try to help raise possible solution-lines.

QUOTE(madmax2 @ Jun 27 2014, 11:53 PM) *

Good ideas, but lets wait & see if a crouch or a crouch-jump will solve the problem. (...)
I don't think prone will be needed for Non-breakable obstructions? I'd prefer they just go another way if it is available to them...


I agree in part with this argument of mr. madmax2: in fact, all the other suggested steps may involve wasted work if the "crouch and crouch-jump" definitely solve the problem.
I also prefer that the Rc-bots take another direction, if this is possible and easy to them do. But there are at least 2 reasons to argue that the Rc-bot will not always be able to dodge the obstacle with "crouching/jumping" strategies, or simply taking a different direction. The reasons are: (1) the unpredictable dynamics of game-matches, and (2) the existence (on Dod:S) of many "objects non-breakables" (I assume that the term refers to objects that are not the furnitures, eg: fuel drum, bicycle, radio... others). These "non-breakables" can trap the bot on any door/gateway, so that it only with gunfires, grenades, or attempt to pass lying down (dragging on prone), may produce some success (ie: bot continue the usual way).

OBSERVATION: I tried to illustrate the following with the images posted on mediafire (the previous link: http://www.mediafire.com/download/fzauca1u8ymt2o1/Rcbot2+-+Obstacle+problems.zip), but it did not work because I didn't get a picture that showed the following condition: one bot get stuck on top of a fuel drum (with his head against the ceiling) unable to get back on their route, and simultaneously: (most importantly!) remain colliding head on the ceiling (or door edge) even still in the "crouched" position!

QUOTE(madmax2 @ Jun 27 2014, 11:53 PM) *

I see some possible problems with #3 (...)
Many areas this happens at are to confined to use grenades safely. (...)
I think it would be hard for the bots to know which way to move it, which direction to shoot it from, so grenade may be the only way?


The 3rd step, referred to "Using grenades and gunshots" actually require some degree of skill on the part of Rc-bot. Completely agree with mr. madmax2: Rc-bots should be able to throw a grenade without injuring his colleagues, or injure themselves, and should also be able to successfully aim a target that is not an enemy. Above all, the Rc-bot should be able to do some judgment about the blocked area, things as: direction to move (and the direction to shooting), the distance from the grenade had been thrown etc. All this is difficult to produce (programming it is complex ...)!
In short: I think this step 3 can be considered as "the last option" to do !

QUOTE(madmax2 @ Jun 27 2014, 11:53 PM) *

The browning (support) can move a piece of furniture easily.


This seems like a very good idea! I have not thought about this possibility. But it is up to mr. Cheeseh evaluate it: because I never noticed, with proper attention, the effects of the (gun)shots of the "support" class (bots controlled!) on the furniture ... !

QUOTE(madmax2 @ Jun 27 2014, 11:53 PM) *

(...) These areas would become unavailable to bots, or bots maybe trapped? A player may come along & remove the blocking obstacle, but this would leave the bots unable to use the path for the duration? I don't think that would be good?


As to this question, in particular, mr. Cheeseh commented. I answer you, mr. madmax2, adding to the response of Cheeseh, my point of view (which is enclosed in brackets):
"With regard to bots ignoring paths, they won't ignore them forever [exactly!]. They will only ignore them once [ie: once in the each game-match], until they can find another path and, then, they will reset and try the old path again [the "reset" will occur when the next game-match starts]. As I thought something like that might happen."

That's it!
I hope I have explained the things better now!


Until next time! smile.gif
[I using google-translator, sorry for any misunderstanding...]
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Posts in this topic
Cheeseh   RCBot 0.9   Jun 25 2014, 09:38 AM
Emotional   Thanks for your work! :) Getting better and b...   Jun 25 2014, 04:52 PM
madmax2   Wow, a BIG RCbot update... lots of good stuff... d...   Jun 25 2014, 06:11 PM
Cheeseh   Wow, a BIG RCbot update... lots of good stuff... ...   Jun 25 2014, 11:19 PM
madmax2   Copied from .85 topic, I don't know if this is...   Jun 26 2014, 07:07 AM
YuriFR   I'll enjoy the mr. madmax2 posts who are here ...   Jun 26 2014, 11:49 PM
Cheeseh   ok well I've added this to the code , will tes...   Jun 27 2014, 02:09 AM
YuriFR   ok well I've added this to the code , will te...   Jun 27 2014, 01:36 PM
madmax2   Okay, sounds good, thanks... :) I just installe...   Jun 27 2014, 09:09 AM
madmax2   Okay, sounds good, thanks... :) I just installed...   Jun 29 2014, 12:29 AM
madmax2   Hi YuriFR, My opinion & thoughts ;) : Good i...   Jun 28 2014, 02:53 AM
Cheeseh   #4 There are many places in most maps that are w...   Jun 28 2014, 04:04 AM
YuriFR   Hi mr. madmax2 !! You made ​​i...   Jun 29 2014, 12:52 AM
SPYderman   A lot of TF2 stuff SPYder happy!   Jun 28 2014, 06:35 AM
genmac   Hi yah guys! This is an awesome update especi...   Jul 10 2014, 12:42 AM
madmax2   Hey genmac, nice to see you back here... :P Hey ...   Jul 11 2014, 12:26 AM
madmax2   Excess Prone Problem?: Can the proning be turned ...   Jul 11 2014, 07:19 PM
Cheeseh   Interesting that you saw a comparison with the att...   Jul 16 2014, 04:50 AM
madmax2   Hi Cheeseh, Yeah, the attack pattern is a mystery...   Jul 16 2014, 06:35 PM
madmax2   I added screen credits to the dod_flash rcw that c...   Jul 17 2014, 05:34 AM
Fillmore   There seems to be a weird bug on TF2 Rcbots, which...   Jul 29 2014, 11:03 PM
madmax2   Just an update to my last post... ;) Here are so...   Aug 2 2014, 10:28 PM
htt123   do you know how much waypoint i created? i have mo...   Aug 3 2014, 12:45 PM
Cheeseh   @Fillmore yeah I noticed the demoman problem too, ...   Aug 3 2014, 12:56 PM
Fillmore   @Fillmore yeah I noticed the demoman problem too,...   Aug 3 2014, 05:26 PM
htt123   @Cheeseh yes :lol: i upload it to mediafire lat...   Aug 4 2014, 08:58 AM
htt123   Finish Link : TF2 = http://www.mediafire.com/down...   Aug 4 2014, 01:03 PM
madmax2   Finish Link : TF2 = http://www.mediafire.com/dow...   Aug 5 2014, 05:05 AM
htt123   are my waypoint quality is good :) madmax2 Chee...   Aug 5 2014, 07:15 AM
htt123   oh :blink: i forgot to say. for TF2 . i got few m...   Aug 5 2014, 07:58 AM
htt123   add me for steam http://steamcommunity.com/profile...   Aug 6 2014, 07:41 AM
SPYderman   add me for steam http://steamcommunity.com/profil...   Aug 8 2014, 05:27 AM


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