Possible Bugs or Observed Issues Topic |
Possible Bugs or Observed Issues Topic |
madmax2 |
Nov 30 2018, 08:19 PM
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#1
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RCBot Guru Group: Waypointers Posts: 957 Joined: 2-March 12 From: USA, WA state Member No.: 2,162 |
Possible Bugs or Observed Issues Topic
Thought I should start a topic to report observed issues or bugs, not strictly related to waypointing... This first item has been resolved with some hacky waypointing, but I don't think bots were seeing or able to reach the buttons in the wall. Distance was reported by debug to be 76, perhaps that is to far? I have not tried latest build yet, the wpt is nearly done, but needs a bit of polish though... 11-28 build I finally got something to work on the first closed locked door on murks. I've put hours overall to make it work. It was the same problem with the old rcbots at these doors. So I started out with the wpt config I had with the old bots, noclipped wpt into the button, but that wasn't working. I almost gave up when I just stumbled on a config that works, after moving wpts around and using combinations of normal, important, wait and staynear flags. But just like with the old bots its a forced configuration. I don't think Bots are seeing the func_button in the panel. Before I got this working they would just run up against the door pressing use a few times, then go over to the important wpt, but not press use, then go back to unopened door & repeat. If I added an openslater on other side of door they would go over to the button/panel, but would not press it, with any of a dozen different configurations... Well this is actually working well now, but as you can see the path is through the wall. In fact I used this config at the 2nd problem door and it works there too. I have also been able to remove the important flag & it still works. Config is wait---important or wait---normal, but path must go through wall from the wait wpt. It won't work from the important wpt. Never did try path from wait thru the door? That probably won't work unless it is close to the button? I did a rcbot.search while right up against the panel, and button distance is about 76, perhaps that is the reason? CODE ] as_command rcbot.search [RCBOT]player frame=232.552887 distance = 0 [RCBOT]func_button frame=0 distance = 76.595879 [RCBOT]func_door LOCKED!! [RCBOT]func_door frame=0 distance = 120.178703 [RCBOT]func_door LOCKED!! [RCBOT]func_door frame=0 distance = 134.249481 [RCBOT]func_illusionary frame=0 distance = 168.824387 [RCBOT]multi_manager frame=0 distance = 43.174778 [RCBOT]weapon_crowbar frame=0 distance = 8 [RCBOT]weapon_9mmhandgun frame=0 distance = 8 [RCBOT]weapon_medkit frame=0 distance = 8 So for a test I removed the path thru the wall to make them fail to press the button again. Also placed openslater on other side of door to make them go to the button. Same failure is present without openslater, just easier to find it in in console this way... Ran debug task on a bot, and get this... I think maybe they are not facing correct direction, looks like they attempt once to press it? CODE ] as_command rcbot.debug_bot [m00]wh3y [RCBOT]Finding player [m00]wh3y [RCBOT]UTIL_FindPlayer MadMax2 [RCBOT]UTIL_FindPlayer [m00]wh3y [RCBOT]iBestMatch == 9 [RCBOT]Debug '[m00]wh3y' (if bot) [RCBOT][DEBUG - TASK] COMPLETE [RCBOT][DEBUG - TASK] m_pCurrentTask.m_bComplete [RCBOT][DEBUG - TASK] CFindPathTask COMPLETE [RCBOT][DEBUG - TASK] m_pCurrentTask.m_bComplete [RCBOT][DEBUG - TASK] COMPLETE [RCBOT][DEBUG - TASK] m_pCurrentTask.m_bComplete [RCBOT][DEBUG - TASK] func_button <--- button task [RCBOT][DEBUG - TASK] CFindButtonTask COMPLETE <--- button task complete [RCBOT][DEBUG - TASK] m_pCurrentTask.m_bComplete [RCBOT][DEBUG - TASK] bot.setMove(m_pCharger.pev.origin) [RCBOT][DEBUG - TASK] bot.setMove(m_pCharger.pev.origin) <--- slew of these in console, removed some [RCBOT][DEBUG - TASK] bot.setMove(m_pCharger.pev.origin) [RCBOT][DEBUG - TASK] bot.setMove(m_pCharger.pev.origin) [RCBOT][DEBUG - TASK] bot.setMove(m_pCharger.pev.origin) [RCBOT][DEBUG - TASK] CUseButtonTask FAILED <--- button task failed [RCBOT][DEBUG - TASK] CFindPathTask FAILED [RCBOT][DEBUG - TASK] CFindPathTask FAILED [RCBOT][DEBUG - TASK] CFindPathTask FAILED [RCBOT][DEBUG - TASK] CFindPathTask FAILED [RCBOT][DEBUG - TASK] CFindPathTask FAILED L 28/11/2018 - 12:56:22: "MadMax2<1><STEAM_ID_LAN><players>" stats: frags="0.00" deaths="0" health="100" [RCBOT][DEBUG - TASK] CFindPathTask FAILED L 28/11/2018 - 12:56:24: "[m00]wh3y<3><BOT><players>" stats: frags="0.00" deaths="0" health="100" [RCBOT][DEBUG - TASK] COMPLETE [RCBOT][DEBUG - TASK] m_pCurrentTask.m_bComplete [RCBOT][DEBUG - TASK] CFindPathTask COMPLETE [RCBOT][DEBUG - TASK] m_pTasks.length() == 0 [RCBOT][DEBUG - TASK] CFindPathTask FAILED [RCBOT][DEBUG - TASK] CFindPathTask FAILED [RCBOT][DEBUG - TASK] CFindPathTask FAILED [RCBOT][DEBUG - TASK] CFindPathTask FAILED [RCBOT][DEBUG - TASK] CFindPathTask FAILED [RCBOT][DEBUG - TASK] CFindPathTask FAILED [RCBOT][DEBUG - TASK] CFindPathTask COMPLETE [RCBOT][DEBUG - TASK] m_pCurrentTask.m_bComplete [RCBOT][DEBUG - TASK] COMPLETE [RCBOT][DEBUG - TASK] m_pCurrentTask.m_bComplete [RCBOT][DEBUG - TASK] func_button <--- button task repeats [RCBOT][DEBUG - TASK] CFindButtonTask COMPLETE [RCBOT][DEBUG - TASK] m_pCurrentTask.m_bComplete [RCBOT][DEBUG - TASK] bot.setMove(m_pCharger.pev.origin) Other observe issues (have not tried latest build yet, maybe "bots avoid last failed path" fixed #2?) : #1 Saw bot stuck on turret, not sure how it happened & only saw once? Tried placing another wpt nearby, but he wouldn't use it or suicide, seem pretty stuck... #2 This happened after removing a staynear flag from other side of the door. He was constantly pressing use in the corner & wouldn't go to the button. So I put the staynear back on the same wpt, I had to restart the map, but haven't seen it happen again. Both of these may be rare occurance, but I haven't tried many different maps, so not sure? |
madmax2 |
Dec 6 2018, 04:32 AM
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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 |
Oh good, wpt ID's
That looks like it would work for the flags, but I don't really know anything about scripting. I could look for areas that might need scripts like this as I work on waypoints. Are you thinking you would need to code this into bot as needed, or thinking of adding a script system for users? I'm not sure how frequently this sort of thing is needed? I did check button distance on several maps, most are under 30, some between 30 & 40, a few over 40, tetris maps have some non critical buttons at 50 (camera buttons). |
Cheeseh |
Dec 6 2018, 05:02 AM
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#3
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Admin Group: Admin Posts: 3,066 Joined: 11-September 03 From: uk Member No.: 1 |
Oh good, wpt ID's That looks like it would work for the flags, but I don't really know anything about scripting. I could look for areas that might need scripts like this as I work on waypoints. Are you thinking you would need to code this into bot as needed, or thinking of adding a script system for users? I'm not sure how frequently this sort of thing is needed? I did check button distance on several maps, most are under 30, some between 30 & 40, a few over 40, tetris maps have some non critical buttons at 50 (camera buttons). I think only needed on some major. It can be optional Other things to add to accept would be 48 env_sprite null For no sprites meaning complete Or 54 after=2 I.e. this one must be done after 2 is complete Still to think of a better format Think it will work |
Cheeseh |
Dec 6 2018, 06:34 PM
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#4
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Admin Group: Admin Posts: 3,066 Joined: 11-September 03 From: uk Member No.: 1 |
Hey madmax, I implemented script code and added a script for desertcricle but it is still incomplete, maybe you can complete it -- mainly because I am unfamiliar with the map. ( Check the GIT for latest )
Scritps will be stored in /scr/ folder as ini files ( <mapname>.ini ) They are like CSV files, the format is the following (# are comments) CODE #WID, prev, entity search, parameter, operator, value 51, -1, env_sprite, distance, >, 150 100, 51, env_sprite, distance, >, 180 WID is waypoint ID prev is previous important waypoint that needs to be complete entity_search is the name of the nearest entity to check (.e.g env_sprite) parameter is one of the following (more may be added)
possible parameters are
In the desertcircle example CODE 51, -1, env_sprite, distance, >, 150 waypoint 51 must be an "important" waypoint. and no previous waypoint is required, i.e. -1 (anything less than zero will also be acceptable). It will search the nearest env_sprite and if the distance is greater than 150 units, then the important waypoint will be considered "COMPLETE" If the parameter is "null" then it will check to make sure that an env_sprite doesn't exist within 512 units CODE 51, -1, env_sprite, null, null, null The second important waypoint I added was this one CODE 100, 51, env_sprite, distance, >, 180 meaning important waypoint ID 100 can only be done once waypoint ID 51 is complete run in developer mode 1 and add one bot to see some debug "SCRIPT" output. can you try to comeplete the desertcircle one ? then we can think about other maps and any other "parameters" we might need. If a script doesn't eists then the bots will just do what they did previously |
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