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 8 2018, 09:24 PM
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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 |
Bad news, explosives/breakables still seem to be a problem. Initially I thought it was working good, it went for several cycles ok, they even did the switch afterwards, but then the breakable became available again. Then I noticed later it again showed COMPLETE (NOT AVAILABLE)! It seems to go back and forth now, and that makes the switch part do the same, but I think its the breakable causing it? It may have to do with bots dieing & respawning, but it didn't seem to track with that, seems more random?
1st tower changed to wpt 452, they crowbar the explosives better, 1st bot does it now CODE [RCBOT]SCRIPT Waypoint 51 COMPLETE (NOT AVAILABLE) [RCBOT]SCRIPT Waypoint 99 COMPLETE (NOT AVAILABLE) [RCBOT]SCRIPT Waypoint 190 COMPLETE (NOT AVAILABLE) [RCBOT]SCRIPT ENTITY 97 NOT FOUND [RCBOT]SCRIPT Waypoint 307 AVAILABLE [RCBOT]SCRIPT ENTITY 97 NOT FOUND [RCBOT]SCRIPT Waypoint 335 COMPLETE (NOT AVAILABLE) [RCBOT]SCRIPT ENTITY 97 NOT FOUND [RCBOT]SCRIPT Waypoint 452 COMPLETE (NOT AVAILABLE) [m00]wh3y was killed by a Soldier. L 08/12/2018 - 11:35:56: "MadMax2<5><STEAM_ID_LAN><players>" stats: frags="29.00" deaths="1" health="100" [RCBOT]SCRIPT Waypoint 51 COMPLETE (NOT AVAILABLE) [RCBOT]SCRIPT Waypoint 99 COMPLETE (NOT AVAILABLE) [RCBOT]SCRIPT Waypoint 190 COMPLETE (NOT AVAILABLE) [RCBOT]SCRIPT Waypoint 307 INCOMPLETE (NOT AVAILABLE) [RCBOT]SCRIPT Waypoint 335 INCOMPLETE (NOT AVAILABLE) [RCBOT]SCRIPT Waypoint 452 AVAILABLE [RCBOT]SCRIPT Waypoint 51 COMPLETE (NOT AVAILABLE) [RCBOT]SCRIPT Waypoint 99 COMPLETE (NOT AVAILABLE) [RCBOT]SCRIPT Waypoint 190 COMPLETE (NOT AVAILABLE) [RCBOT]SCRIPT Waypoint 307 INCOMPLETE (NOT AVAILABLE) [RCBOT]SCRIPT Waypoint 335 INCOMPLETE (NOT AVAILABLE) [RCBOT]SCRIPT Waypoint 452 AVAILABLE |
Cheeseh |
Dec 8 2018, 09:57 PM
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#3
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Admin Group: Admin Posts: 3,066 Joined: 11-September 03 From: uk Member No.: 1 |
did you update to the latest source ? I noticed a bug where the entity would only update once the first bot is added, also it uses "EHandle" now so once the breakable disappears it should stay that way in the code (I would think anyway....) entity indexes get re-used which is why it might flicker in and out. But using the "Ehandle" method it shouldn't do it, so no idea why. Also if you use as_reloadplugins during play it might break the script
edit: crap noticed the bug -- it was continuously updating the entity when it shouldn't... updated the git @Poka, are you able to run as_command rcbot.search whilst connected as client on your dedicated server to see what the differences in entity index are? If there is no pattern I guess for now you'll need to make separate inis for dedicated / listen server |
Poka |
Dec 8 2018, 10:25 PM
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#4
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Member Group: Members Posts: 25 Joined: 28-February 08 Member No.: 1,314 |
@Poka, are you able to run as_command rcbot.search whilst connected as client on your dedicated server to see what the differences in entity index are? On listenserver for example the first func_button is CODE [RCBOT]371 : func_button frame=0 distance = 41.510525 (x=-752,y=-1552,z=-380) and on dedicated 371 is CODE [RCBOT]371 : func_wall frame=0 distance = 1589.815918 (x=-1815,y=-2241,z=-298) So yeah thats the problem |
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