Possible Bugs or Observed Issues Topic |
Possible Bugs or Observed Issues Topic |
madmax2 |
Nov 30 2018, 08:19 PM
Post
#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 8 2018, 08:13 AM
Post
#2
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RCBot Guru Group: Waypointers Posts: 957 Joined: 2-March 12 From: USA, WA state Member No.: 2,162 |
After that spawn room issue, I finally got to see them working with a script...
Been doing some more testing & tweeking the desertcircle wpt & script. I have them working good at most the flags. And they do work at the switch, but that may need a bit more tweeking? The big problem is at the 1st tower explosives. This only works for one cycle: CODE 219, 190, 97, null, null, null But i'm not sure if it is causing a problem, except it looks like it breaks the script? I do know they pressed the switch after this, but they went past it a few times before doing so, as if there was no script? I need to test that again... I don't think it should do this? CODE [RCBOT]SCRIPT Waypoint 51 COMPLETE (NOT AVAILABLE) [RCBOT]SCRIPT Waypoint 99 COMPLETE (NOT AVAILABLE) [RCBOT]SCRIPT Waypoint 190 COMPLETE (NOT AVAILABLE) [RCBOT]SCRIPT Waypoint 219 COMPLETE (NOT AVAILABLE) <--- this, 1st tower explosives, null [RCBOT]SCRIPT Waypoint 307 INCOMPLETE (NOT AVAILABLE) [RCBOT]SCRIPT Waypoint 335 AVAILABLE <--- switch [m00]wh3y blew up. L 07/12/2018 - 22:55:44: "[m00]c0w<3><BOT><players>" stats: frags="94.44" deaths="12" health="0" [m00]c0w was killed by a Soldier. [RCBOT]SCRIPT Waypoint 51 COMPLETE (NOT AVAILABLE) [RCBOT]SCRIPT Waypoint 99 COMPLETE (NOT AVAILABLE) [RCBOT]SCRIPT Waypoint 190 COMPLETE (NOT AVAILABLE) [RCBOT]SCRIPT Waypoint 219 AVAILABLE <--- then this [RCBOT]SCRIPT Waypoint 307 INCOMPLETE (NOT AVAILABLE) [RCBOT]SCRIPT Waypoint 335 INCOMPLETE (NOT AVAILABLE) <--- switch I'm certain the switch was not pressed at this time, because I saw it pressed later [RCBOT]SCRIPT Waypoint 51 COMPLETE (NOT AVAILABLE) [RCBOT]SCRIPT Waypoint 99 COMPLETE (NOT AVAILABLE) [RCBOT]SCRIPT Waypoint 190 COMPLETE (NOT AVAILABLE) [RCBOT]SCRIPT Waypoint 219 AVAILABLE [RCBOT]SCRIPT Waypoint 307 INCOMPLETE (NOT AVAILABLE) [RCBOT]SCRIPT Waypoint 335 INCOMPLETE (NOT AVAILABLE) Also, I think bots might be ignoring some unscripted important wpts when using a script. I removed 219 from the script, and I never saw them go to it after that, and they didn't blow the first tower. I should retest that to be sure that they just are not missing the explosives with their crowbar? They would blow this tower well without a script and my most recent wpt. Note: wpt 99 works way better for bots raising the 2nd flag... Thanks for adding this script system, I can see now it will help a great deal... Bots are much better focused on the flags in this map now... |
Cheeseh |
Dec 8 2018, 09:26 AM
Post
#3
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Admin Group: Admin Posts: 3,066 Joined: 11-September 03 From: uk Member No.: 1 |
bots do ignore unscripted waypoints, if you want bots to always go there just put -1 as the entity index - (but bots will always try to go back even if they cant)
Any way I found an issue, turned out bots preferred to move towards trigger_once's before using momentary buttons, so I've changed the order. I might add this to script. I hopefully fixed the explosive issue as the entities are now remembered at initialization only, and checked against their current status. I've added ability to put godmode, notarget on bots now. Also in the spawn room it might be a good idea to put some more waypoints in so bots can choose either sniper or solder more often based on where they spawn, at the moment theres only one waypoint in the middle of the room and bots spawning near the sniper zone are running towards the soldier one. |
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