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> [Release] Suspension Waypoint, rcwa for sc5.x
madmax2
post Dec 31 2018, 09:45 PM
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Happy New Year
A new RCbot Angelscript waypoint for the map Suspension by Hezus

The waypoint is still a WIP, but the whole map is waypointed. The map was a bit of a challenge to wpt without notouch, as each area is seperated by teleports/warpzones. Now that the whole map is waypointed, I may want to recheck the spawn area, see if it can be improved. It works ok, but I wasn't sure if connecting a path all the way from the spawn area would work, it just uses an important wpt in the center to pull the bots in. I'm not sure if the osprey area moves to different locations? If not I probably could connect through the osprey, there are no wpts there atm... I still need to put in some unreachables too.

There are some issues on this map where bots don't recognize certain enemies, so it is probably impossible to win on easy. I did a test play last night and just made it to the 3rd area before losing all lives on easy, with 2 bots. I haven't worked on the wpt for a week, so after some testing i'll post about the specific enemy issues, hopefully later today.

=================
Update - Release2
=================

A bunch of additions & fix's...

All ceiling turrets and a couple mini turrets have unreachable wpts now. The Apache path has them too.

Most all Resupply crates have ammo wpts now. I skipped the first explosive crate because all bot classes will try to use them, but only engineers get ammo/explosives from them. Bots get slaughtered at the first explosive resupply crate, the other 2 are not a big issue or are better protected so engineers can use them, not that they can use trip-mines or satchel charges, yet...

Bots can use all ladders fairly well now without taking fall damage. The last ladder was the biggest problem, it looks sloppy, but bots can get up and down it much better, even if there are collisions. This and another ladder have been completely reworked... The last ladder seems slippery to the bots, they want to skew to the left or right depending on how the wpts are placed, but it works well enough now... wink.gif

Did a number of wpt/path edits for better bot movement and to use cover places better...

This may be the final release? There are some minor issues I'll post about later. Kinda want to work on other wpts before doing any more updates to this one...

[Edit 11-23-20] For RCbot_AS builds Aug 14, 2020 or older. For newer builds get the rcwa in the hotfix_crouchjump_rcwa_pack.zip in main topic here:
http://rcbot.bots-united.com/forums/index....ost&p=15252


Attached File(s)
Attached File  suspension_rcwa3.zip ( 5.39k ) Number of downloads: 1203
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madmax2
post Jan 3 2019, 06:57 PM
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Bump... rolleyes.gif

QUOTE
[EDIT] My mistake, they do attack both types of grunts. I think because bots are so intent on attacking the tanks they seem to ignor the nearby enemys at times. Seems like attacking breakables(tanks) is a higher priority than defending themselves from nearby enemies? I'm still testing the explosives on tanks issue. I did see one bot shoot an RPG in direction of a tank when I teleported it to the area...

It's almost as if the bots vision is to narrow, they see the breakables very well from a distance and sometimes attack other enemies that are between them & the breakable(tank), but don't see other enemies nearby that would be more of a threat. But this is with notarget on them, so they are not under attack from those enemies, which I assume could make a difference in how they respond. I remember seeing this behavior in other maps, but I should do more normal testing without notarget on the bots.

As for using explosives on the tanks, debug did show me they were probably running out of RPG ammo before they got to the tank, they would use it up on the turrets or other enemies first. But i'll try teleporting RPG bots & maybe give them extra ammo. I think the grenades could be the same thing, running out of ammo, using it up on other enemies?
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Cheeseh
post Jan 3 2019, 10:48 PM
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CODE


    /** Smaller factors are better */
    float getEnemyFactor ( CBaseEntity@ entity )
    {
        float fFactor = distanceFrom(entity.pev.origin) * entity.pev.size.Length();

        if ( entity.GetClassname() == "func_breakable" )
            fFactor *= 2;
        else if ( entity.GetClassname() == "monster_male_assassin" )
            fFactor /= 2;

        return fFactor;
    }


Bots should focus less on breakables hence the above code.... their vision is dependent on the engine fov. Once they choose an enemy they may flick between others if there is another with a lower enemy factor (such as distance). The bigger the enemy the more likely the bot will attack even if it is further away. Male assassins have more priority as they snipe. I haven't been able to find a flag that lets bots know if breakables can only be broken by explosives, once I find that I can make bots keep their explosives until then.


BTW I've added scientist and barney waypoints now, they must be on important waypoints to work.


also notouch is fixed so you stay as spectator now


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Cheeseh
post Jan 4 2019, 05:33 PM
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Update: I've just fixed the bots now so they only use explosives against breakables that require explosives to break
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madmax2
post Jan 4 2019, 07:19 PM
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QUOTE(Cheeseh @ Jan 4 2019, 09:33 AM) *

Update: I've just fixed the bots now so they only use explosives against breakables that require explosives to break

Cool cool.gif , I will try the new build today, thanks... Good updates...

With previous build last nite, trying to get bots into position to use the RPG on the tank was difficult. Too many high value targets in this map, using up ammo on the apache & osprey's circling overhead. Nothing to be done about that, though.

Would it be possible to have bots guide the RPG rockets to the targets? Didn't look like the were doing that, it seems the old bots could do that? Maybe they were doing it part of the time & I didn't notice it, not sure?



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Cheeseh
post Jan 5 2019, 09:26 PM
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QUOTE(madmax2 @ Jan 4 2019, 07:19 PM) *

Cool cool.gif , I will try the new build today, thanks... Good updates...

With previous build last nite, trying to get bots into position to use the RPG on the tank was difficult. Too many high value targets in this map, using up ammo on the apache & osprey's circling overhead. Nothing to be done about that, though.

Would it be possible to have bots guide the RPG rockets to the targets? Didn't look like the were doing that, it seems the old bots could do that? Maybe they were doing it part of the time & I didn't notice it, not sure?


oreviosuly bots treated RPGS like sniper rifles, so they would only put the laser on as soon as they got an enemy then put it off again. I've added code now so that they should keep it on.
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madmax2
post Jan 6 2019, 01:20 AM
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QUOTE(Cheeseh @ Jan 5 2019, 01:26 PM) *

oreviosuly bots treated RPGS like sniper rifles, so they would only put the laser on as soon as they got an enemy then put it off again. I've added code now so that they should keep it on.

Nice... Thankyou... smile.gif

Notouch works good, and bots are less focused on the breakables and kill more grunts, so that is good too..

Could you fix it so bots can use theses ammo resupply crates without putting an important wpt on them.

IPB Image

Have them use it if any of these wpts are next to the crate: ammo, health, or armor wpts. There is a func_button on them but no func_healthcharger or func_recharger. So after they decide its not a health or recharger, they would use mommentary button press's. I saw these crates drop health as well as ammo on desertcircle, and I believe I saw them drop batteries on some map, but not on this map. I don't like using important wpts on these resupply crates, they aren't primary goals and it wouldn't work right for scripted maps...

Low priority request: Would it be possible to have bots throw satchel charges at enemies, especially tanks, or large targets (but not aircraft, lol)??? Even if they blew themselves up part of the time laugh.gif ...
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Posts in this topic
madmax2   [Release] Suspension Waypoint   Dec 31 2018, 09:45 PM
Cheeseh   Happy New Year A new RCbot Angelscript waypoint f...   Jan 1 2019, 01:32 PM
madmax2   Thanks for those tips, I will try notouch again ;)...   Jan 2 2019, 08:34 AM
madmax2   Bump... :rolleyes: It's almost as if the bo...   Jan 3 2019, 06:57 PM
Cheeseh   /** Smaller factors are better */ float getEne...   Jan 3 2019, 10:48 PM
Cheeseh   Update: I've just fixed the bots now so they o...   Jan 4 2019, 05:33 PM
madmax2   Update: I've just fixed the bots now so they ...   Jan 4 2019, 07:19 PM
Cheeseh   Cool B) , I will try the new build today, thanks....   Jan 5 2019, 09:26 PM
madmax2   oreviosuly bots treated RPGS like sniper rifles, ...   Jan 6 2019, 01:20 AM
Cheeseh   I've made it so if the bots can't find any...   Jan 6 2019, 12:56 PM
madmax2   Thanks, I'll fix the wpt for that (remove the...   Jan 8 2019, 12:31 AM
madmax2   Build#: 6a6cd48643df99b0caa3198a6380ab718edf72e5 ...   Jan 8 2019, 09:05 PM
Cheeseh   hey, cool. the unreachables don't help them a...   Jan 8 2019, 09:31 PM
madmax2   Not yet, I'm working on it... Maybe by time ...   Jan 8 2019, 11:21 PM
madmax2   [b]The waypoint has been updated, see the first po...   Jan 9 2019, 11:35 PM
madmax2   The waypoint has been updated, again :blink: , s...   Jan 10 2019, 09:09 AM
Cheeseh   The waypoint has been updated, again :blink: , ...   Jan 10 2019, 01:05 PM
madmax2   Yeah i updated the ladder code. But maybe going d...   Jan 10 2019, 08:10 PM
Cheeseh   done some tweaks to ladder code now (again) for bo...   Jan 10 2019, 08:23 PM
madmax2   Build: 9553bfdcd03e06e8710ea85e11134fba576bb7ae T...   Jan 11 2019, 07:20 PM
Cheeseh   For sideways ladders try adding a waypoint that is...   Jan 11 2019, 10:20 PM
madmax2   I updated the waypoint in first post... It's ...   Jan 12 2019, 08:58 AM
Cheeseh   I will try to add trigger_push to the opens later ...   Jan 13 2019, 08:03 PM
madmax2   Thanks :) Decided to check some ladders in othe...   Jan 14 2019, 08:54 AM
madmax2   Build: 9553bfdcd03e06e8710ea85e11134fba576bb7ae O...   Jan 14 2019, 09:14 PM


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