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madmax2
post Nov 30 2018, 08:19 PM
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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.
IPB Image

IPB Image

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...
IPB Image

#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.
IPB Image

Both of these may be rare occurance, but I haven't tried many different maps, so not sure?
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madmax2
post Feb 10 2019, 06:16 AM
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Build tested: d3ec0c131d96959c890dced23e7a7939518ed08c (1-19-19)

Possible Bug with Barney waypoints? (Not scripted barney/important wpts)

While working on the first Last map bots were initially moving fine. At some point bots began to sort of freeze and stop moving, and refused to press the button to activate the teleporter. After some confusion, I discovered it started when I put important givetypes on the 2 barney wpts that were already in the rcwa. After Removing the important givetypes bots began functioning & moving normal again.

Bots would seem to move normally at the beginning of the map, but as they got closer to the teleport room, they would move in a stop & go fashion. Move a few wpts, then stop for a minute or longer, then move again. When they got to the teleporter button they refused to press it most of the time, and they were very reluctant to step into the teleporter. I'm not sure if they would step into the teleporter, because I had been teleporting bots to the other side and working on that area of the map. On the other side of the teleporter, bots were showing the same stop & go symptom. So the teleport room probably doesn't have anything to do with the problem, it just appeared that way to me? the teleport destination is near the barney wpts, but not close. Just strange they would not press the teleport button...

I ran debug on the bots while in this state, and speed would be 100% but they were not moving, also task was null. Sometimes both bots would not be moving, other times one bot would freeze but the other was moving. So a bot could freeze or start moving independently of another bot...

The 2 barney wpts are fairly close in proximity, located at these security doors, one behind the other. This is the first and only map I've tried to use barney wpts... Oh, I also tested this on sc5.17 (XP), not sc5.18...

1st barney wpt
IPB Image

2nd barney wpt
IPB Image

debug - teleport room
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debug - teleport button - bots refuse to press it! (or were extremely slow?)
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debug - teleport destination, near the barney wpts
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Cheeseh
post Feb 10 2019, 11:54 AM
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Hey madmax, will have a look later. Will let you know how the barney waypoints work just in case you might see what they are doing, don't know why their tasks are null though, maybe need to debug the task in the console to get a history of how they go into that state.

Btw Barney waypoints must also be important waypoints

1. Bot wants to go to an important waypoint which is also a barney waypoint
2. Bot has recently seen a barney/otis
2.1 bot goes to barney/otis
2.2 bot uses barney/otis
2.3 bot goes to barney waypoint
2.4 bot waits for barney to arrive
2.5 bot finishes task

I was thinking maybe point 2.4 that the bots might be getting stuck. But their task should still be WaitForEntity or something.



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madmax2
post Feb 10 2019, 09:53 PM
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QUOTE(Cheeseh @ Feb 10 2019, 03:54 AM) *

Hey madmax, will have a look later. Will let you know how the barney waypoints work just in case you might see what they are doing, don't know why their tasks are null though, maybe need to debug the task in the console to get a history of how they go into that state.

Btw Barney waypoints must also be important waypoints

1. Bot wants to go to an important waypoint which is also a barney waypoint
2. Bot has recently seen a barney/otis
2.1 bot goes to barney/otis
2.2 bot uses barney/otis
2.3 bot goes to barney waypoint
2.4 bot waits for barney to arrive
2.5 bot finishes task

I was thinking maybe point 2.4 that the bots might be getting stuck. But their task should still be WaitForEntity or something.

Ran more tests today. Bots can take otis to a barney wpt (if I teleport a bot to the area). The problem shows up before that, at or before the teleport. On my first run today it did not happen, but every time after that it did. To be sure it wasn't something I did with the waypoint, I made the wpt more basic by changing a oneway path to 2 way, removing some extra important wpts in the area, as well as wait & staynear, then I removed one barney so there is just one barney/important wpt.

I think I caught it at failure in the console:

CODE
[RCBOT][DEBUG - NAV] touchedWpt()
[RCBOT][DEBUG - THINK] CanHeal(monster_human_grunt_ally)
[RCBOT][DEBUG - NAV] touchedWpt()
[RCBOT][DEBUG - NAV] touchedWpt()
[RCBOT][DEBUG - THINK] CanHeal(monster_human_grunt_ally)
[RCBOT][DEBUG - NAV] touchedWpt()
[RCBOT][DEBUG - NAV] touchedWpt()
[RCBOT][DEBUG - NAV] pDoor !is null
[RCBOT][DEBUG - NAV] touchedWpt()
[RCBOT][DEBUG - NAV] touchedWpt()
[RCBOT][DEBUG - NAV] m_currentRoute.length () == 0
[RCBOT][DEBUG - NAV] NavigatorState_ReachedGoal
[RCBOT][DEBUG - TASK] CFindPathTask COMPLETE
[RCBOT][DEBUG - TASK] m_pTasks.length() == 0
[RCBOT][DEBUG - NAV] m_iCurrentWaypoint == 126
[RCBOT][DEBUG - NAV] NavigatorState_Fail
[RCBOT][DEBUG - TASK] CFindPathTask FAILED
[RCBOT][DEBUG - NAV] m_iCurrentWaypoint == 126
[RCBOT][DEBUG - NAV] NavigatorState_Fail
[RCBOT][DEBUG - TASK] CFindPathTask FAILED
[RCBOT][DEBUG - NAV] m_iCurrentWaypoint == 126
[RCBOT][DEBUG - NAV] NavigatorState_Fail
[RCBOT][DEBUG - TASK] CFindPathTask FAILED
[RCBOT][DEBUG - NAV] m_iCurrentWaypoint == 126
[RCBOT][DEBUG - NAV] NavigatorState_Fail
[RCBOT][DEBUG - TASK] CFindPathTask FAILED
[RCBOT][DEBUG - NAV] m_iCurrentWaypoint == 126
[RCBOT][DEBUG - NAV] NavigatorState_Fail
[RCBOT][DEBUG - TASK] CFindPathTask FAILED


I think it failed as soon as bots entered this teleport room. Bots are forced to stay in this room by a oneway path on the door. The teleport wpt has an openslater on it and i've tested both 1 & 2 paths to the destination room from the teleport wpt. Again, if the important givetype is removed from the barney wpt, bots will start moving normally again...

IPB Image

Still on older build (1-19-19), I'll retest on latest build as soon as I'm done with this post. Assume it failed on new build if I don't report otherwise...

------------------------------------------------
[Edit] Build: eaeddeec3faaeb2724078a95535785f678593ea4

Ugh, found a problem in the wpt I was testing on (uploaded wpt is OK). That purple wpt in the image is a teleport wpt ohmy.gif . I must of hit the wrong key there, recently? I removed it & retested 3 games, the problem still persists, but slightly different symptoms...

Bots still do the stop & go movement when they near or enter the teleport room. They now will press the button to open the teleport, but it is a very, very slow process. Once the teleport opens, bots will go through the teleport and seem to move normally afterwards. So the problem does seem to be related to the teleport/openslater wpt and the barney/important wpt used together on the same map?

Ran debug again:

CODE
[RCBOT]debugging nav
[RCBOT][DEBUG - NAV] touchedWpt()
[RCBOT][DEBUG - NAV] touchedWpt()
[RCBOT][DEBUG - NAV] m_currentRoute.length () == 0
[RCBOT][DEBUG - NAV] NavigatorState_ReachedGoal
[RCBOT][DEBUG - TASK] CFindPathTask COMPLETE
[RCBOT][DEBUG - TASK] m_pTasks.length() == 0
[RCBOT][DEBUG - NAV] m_iCurrentWaypoint == 134
[RCBOT][DEBUG - NAV] NavigatorState_Fail
[RCBOT][DEBUG - TASK] CFindPathTask FAILED
[RCBOT][DEBUG - NAV] m_iCurrentWaypoint == 134
[RCBOT][DEBUG - NAV] NavigatorState_Fail
[RCBOT][DEBUG - TASK] CFindPathTask FAILED
[RCBOT][DEBUG - NAV] m_iCurrentWaypoint == 134
[RCBOT][DEBUG - NAV] NavigatorState_Fail
[RCBOT][DEBUG - TASK] CFindPathTask FAILED
[RCBOT][DEBUG - NAV] m_iCurrentWaypoint == 134
[RCBOT][DEBUG - NAV] NavigatorState_Fail
[RCBOT][DEBUG - TASK] CFindPathTask FAILED
[RCBOT][DEBUG - NAV] m_iCurrentWaypoint == 134


And farther down in console:

CODE
[RCBOT][DEBUG - NAV] m_iCurrentWaypoint == 129
[RCBOT][DEBUG - NAV] NavigatorState_Fail
[RCBOT][DEBUG - TASK] CFindPathTask FAILED
[RCBOT][DEBUG - NAV] m_iCurrentWaypoint == 129
[RCBOT][DEBUG - NAV] Navigator State FOUND_GOAL...

[RCBOT][DEBUG - NAV] m_fExecutionTime < g_Engine.time
[RCBOT][DEBUG - NAV] touchedWpt()
[RCBOT][DEBUG - NAV] touchedWpt()
[RCBOT][DEBUG - NAV] touchedWpt()
[RCBOT][DEBUG - NAV] touchedWpt()
[RCBOT][DEBUG - NAV] m_currentRoute.length () == 0
[RCBOT][DEBUG - THINK] CanHeal(player)
[RCBOT][DEBUG - TASK] CBotTaskWait COMPLETE
[RCBOT][DEBUG - TASK] m_pCurrentTask.m_bComplete
[RCBOT][DEBUG - NAV] NavigatorState_ReachedGoal
[RCBOT][DEBUG - TASK] CFindPathTask COMPLETE
[RCBOT][DEBUG - TASK] m_pTasks.length() == 0
L 10/02/2019 - 15:27:12: "MadMax2<1><STEAM_ID_LAN><players>" stats: frags="7.93" deaths="0" health="100"
[RCBOT][DEBUG - NAV] m_iCurrentWaypoint == 162
[RCBOT][DEBUG - NAV] NavigatorState_Fail
[RCBOT][DEBUG - TASK] CFindPathTask FAILED
[RCBOT][DEBUG - NAV] m_iCurrentWaypoint == 162
[RCBOT][DEBUG - NAV] NavigatorState_Fail
[RCBOT][DEBUG - TASK] CFindPathTask FAILED
[RCBOT][DEBUG - NAV] m_iCurrentWaypoint == 162
[RCBOT][DEBUG - NAV] NavigatorState_Fail
[RCBOT][DEBUG - TASK] CFindPathTask FAILED
[RCBOT][DEBUG - NAV] m_iCurrentWaypoint == 162
[RCBOT][DEBUG - NAV] NavigatorState_Fail
[RCBOT][DEBUG - TASK] CFindPathTask FAILED
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Cheeseh
post Feb 11 2019, 08:41 AM
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Hmm, remember that if you use a teleport waypoint, then the path will only be valid when the teleport is active and arrives at the teleport destination that the path goes to. If the path is invalid and their current waypoint is a teleport waypoint then they will be stuck. Check if that is the problem. If it is, try adding a regular waypoint next to the teleport waypoint that has a fall back route. As it looks like the bot is continually choosing waypoint 162 as the current waypoint, and it should choose a different waypoint if it failed, which seems to me there may be no other waypoints nearby?
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madmax2
post Feb 12 2019, 10:50 PM
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QUOTE(Cheeseh @ Feb 11 2019, 12:41 AM) *

Hmm, remember that if you use a teleport waypoint, then the path will only be valid when the teleport is active and arrives at the teleport destination that the path goes to. If the path is invalid and their current waypoint is a teleport waypoint then they will be stuck. Check if that is the problem. If it is, try adding a regular waypoint next to the teleport waypoint that has a fall back route. As it looks like the bot is continually choosing waypoint 162 as the current waypoint, and it should choose a different waypoint if it failed, which seems to me there may be no other waypoints nearby?

Been shoveling snow the last couple days, was to exhausted last night to test/reply... blink.gif

Retested/checked, That is not the problem. Think my last post was too wordy and you missed the point? unsure.gif

The current uploaded waypoint in my pack works perfectly at the teleport. Bots press the teleport button quickly and enter the teleport quickly. It currently does not have any important+barney wpts, just two barney wpts. If you add an important givetype to a barney wpt, save and restart the map, you will see the problem at the teleport room. Bots will pause on random wpts in that room for minutes. It took 8+ minutes for a bot to go to the teleport button & press it today (There is an important wpt at the button). None of this happens when there is no important+barney wpt in the map.

It's a very strange problem... ohmy.gif
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madmax2
post Feb 13 2019, 09:36 PM
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QUOTE(madmax2 @ Feb 12 2019, 02:50 PM) *

Been shoveling snow the last couple days, was to exhausted last night to test/reply... blink.gif

Retested/checked, That is not the problem. Think my last post was too wordy and you missed the point? unsure.gif

The current uploaded waypoint in my pack works perfectly at the teleport. Bots press the teleport button quickly and enter the teleport quickly. It currently does not have any important+barney wpts, just two barney wpts. If you add an important givetype to a barney wpt, save and restart the map, you will see the problem at the teleport room. Bots will pause on random wpts in that room for minutes. It took 8+ minutes for a bot to go to the teleport button & press it today (There is an important wpt at the button). None of this happens when there is no important+barney wpt in the map.

It's a very strange problem... ohmy.gif

The problem seems to be bots can no longer see the important wpt at the teleport button, when there is a important+barney wpt in the map. I can get them to press the teleport button better if I add an ammo/health givetype to it, as they think it is a dispenser. They still pause on wpts in & around the teleport room, but will go through the teleport once it is on. Bots will return to the button & turn the teleport off & on until they forward spawn. Kind of a wacky work-around. blink.gif

It's not that important that bots can use otis in this map, they can finish the map without him. I can leave otis for the players. Just thought this problem could effect other maps too?
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Posts in this topic
madmax2   Possible Bugs or Observed Issues Topic   Nov 30 2018, 08:19 PM
madmax2   I think I figured out why the vent covers in sc_do...   Dec 2 2018, 07:33 PM
Cheeseh   I've reduced the default explo magnitude to 51...   Dec 3 2018, 06:51 PM
madmax2   I've reduced the default explo magnitude to 5...   Dec 4 2018, 01:14 AM
Cheeseh   Cool, thanks... Tested it out on murks & the ...   Dec 4 2018, 07:50 AM
madmax2   No touch doesn't work the way I'd want. I...   Dec 4 2018, 11:32 PM
Cheeseh   I'll probably add wpt ID displaying soon [RCB...   Dec 5 2018, 08:43 AM
madmax2   Past 2am here, I'll try to give more feedback ...   Dec 5 2018, 10:18 AM
Cheeseh   Past 2am here, I'll try to give more feedback...   Dec 5 2018, 02:44 PM
madmax2   Heh I know what u mean. Problem is there is no ex...   Dec 5 2018, 09:48 PM
Cheeseh   As I thought some kind of script might be needed f...   Dec 5 2018, 10:43 PM
madmax2   Oh good, wpt ID's :) That looks like it would...   Dec 6 2018, 04:32 AM
Cheeseh   Oh good, wpt ID's :) That looks like it woul...   Dec 6 2018, 05:02 AM
Cheeseh   Hey madmax, I implemented script code and added a ...   Dec 6 2018, 06:34 PM
madmax2   Nice :) , I'll give it a try today... Have so...   Dec 6 2018, 06:58 PM
Cheeseh   Nice :) , I'll give it a try today... Have s...   Dec 6 2018, 07:12 PM
madmax2   Ok I have the new one :) . Will have to study thi...   Dec 6 2018, 08:37 PM
Cheeseh   Ok I have the new one :) . Will have to study th...   Dec 6 2018, 11:00 PM
madmax2   great. Also added another argument to the telepor...   Dec 7 2018, 01:14 AM
Cheeseh   Looking good. Yes spaces are not important Also y...   Dec 7 2018, 07:07 AM
madmax2   Well I went to test my script and somethings not w...   Dec 7 2018, 07:59 AM
Cheeseh   This looks Okay, its just saying that 14 > 15...   Dec 7 2018, 08:28 AM
madmax2   I partly figured out what is causing the problem. ...   Dec 7 2018, 10:51 AM
Cheeseh   did you connect a path from the spawn room "w...   Dec 7 2018, 11:03 AM
madmax2   did you connect a path from the spawn room ...   Dec 7 2018, 05:29 PM
Cheeseh   I've changed the code so it looks in the rcw f...   Dec 7 2018, 07:09 PM
madmax2   Yeah, my important wpt is at 99, it's not the ...   Dec 7 2018, 10:29 PM
madmax2   After that spawn room issue, I finally got to see ...   Dec 8 2018, 08:13 AM
Cheeseh   bots do ignore unscripted waypoints, if you want b...   Dec 8 2018, 09:26 AM
Cheeseh   just edited the sc_doc waypoint and added a script...   Dec 8 2018, 03:14 PM
madmax2   Great stuff :) ... I just grabbed the new one... ...   Dec 8 2018, 05:29 PM
Cheeseh   Great stuff :) ... I just grabbed the new one......   Dec 8 2018, 05:32 PM
madmax2   Ok, I'll look at that too. So with the momenta...   Dec 8 2018, 05:40 PM
Poka   I made waypoints for the sc_tropical map series. T...   Dec 8 2018, 05:42 PM
Cheeseh   Could be the entity index isn't the same. Will...   Dec 8 2018, 06:30 PM
madmax2   Bad news, explosives/breakables still seem to be a...   Dec 8 2018, 09:24 PM
Cheeseh   did you update to the latest source ? I noticed a ...   Dec 8 2018, 09:57 PM
Poka   @Poka, are you able to run as_command rcbot.searc...   Dec 8 2018, 10:25 PM
Cheeseh   On listenserver for example the first func_button...   Dec 8 2018, 10:28 PM
Poka   are you able to find the entity index of the butt...   Dec 8 2018, 10:57 PM
Poka   Nvm   Dec 8 2018, 11:22 PM
madmax2   did you update to the latest source ? I noticed a...   Dec 9 2018, 12:16 AM
Poka   Oh no, Crap again :o Tried dec 9 build c5625fc...   Dec 9 2018, 12:21 AM
madmax2   Yeah :( ... Cheeseh's probably gone to bed to...   Dec 9 2018, 12:26 AM
Poka   Yeah :( ... Cheeseh's probably gone to bed t...   Dec 9 2018, 12:33 AM
madmax2   For me the problem seems to have started at 9a332...   Dec 9 2018, 12:43 AM
Cheeseh   Thats about 2 builds back, wierd. I haven't h...   Dec 9 2018, 10:38 AM
Poka   Listenserver seems to be working again. The bots w...   Dec 9 2018, 02:34 PM
Cheeseh   Listenserver seems to be working again. The bots ...   Dec 9 2018, 04:06 PM
Poka   try the latest version and put script_entity_of...   Dec 9 2018, 04:26 PM
Poka   I also noticed that the 'end' flag is some...   Dec 9 2018, 05:07 PM
Cheeseh   see if the latest commit helps,   Dec 9 2018, 08:57 PM
Poka   see if the latest commit helps, Thank you, ever...   Dec 9 2018, 09:40 PM
Cheeseh   Thank you, everything seems to be working now :)...   Dec 9 2018, 10:52 PM
madmax2   It appears all of this has been fixed with the lat...   Dec 10 2018, 12:51 AM
Cheeseh   Great, BTW Poka you're right about maxplayers ...   Dec 12 2018, 07:42 PM
Poka   I was thinking of making some waypoints for the Ha...   Jan 2 2019, 02:57 PM
Cheeseh   I was thinking of making some waypoints for the H...   Jan 3 2019, 11:48 PM
Cheeseh   may have something to do with the map having lots...   Jan 4 2019, 09:40 AM
madmax2   I think a bug has popped up in the script system :...   Jan 9 2019, 05:38 AM
Cheeseh   Hi madmax -- I fixed it now, it was introduced whe...   Jan 9 2019, 07:39 PM
madmax2   Hi madmax -- I fixed it now, it was introduced wh...   Jan 9 2019, 11:37 PM
madmax2   It appears only 2 of the 5 ammo/health resupply cr...   Jan 13 2019, 12:22 AM
Cheeseh   I always use the z option rather than distance. So...   Jan 13 2019, 02:56 PM
madmax2   I've been using z for a while now. What happen...   Jan 13 2019, 06:18 PM
madmax2   Cheeseh, Do you know of any things that might bre...   Jan 19 2019, 09:51 PM
Cheeseh   Cheeseh, Do you know of any things that might br...   Jan 20 2019, 11:12 AM
madmax2   My max_players has been set to 8 (default). I...   Jan 20 2019, 07:42 PM
madmax2   Build tested: d3ec0c131d96959c890dced23e7a7939518e...   Feb 10 2019, 06:16 AM
Cheeseh   Hey madmax, will have a look later. Will let you k...   Feb 10 2019, 11:54 AM
madmax2   Hey madmax, will have a look later. Will let you ...   Feb 10 2019, 09:53 PM
Cheeseh   Hmm, remember that if you use a teleport waypoint,...   Feb 11 2019, 08:41 AM
madmax2   Hmm, remember that if you use a teleport waypoint...   Feb 12 2019, 10:50 PM
madmax2   Been shoveling snow the last couple days, was to ...   Feb 13 2019, 09:36 PM
madmax2   Hey Cheeseh, I'm still working on my dods rcw...   May 15 2019, 07:34 PM
Cheeseh   Hey Cheeseh, I'm still working on my dods rc...   May 27 2019, 08:51 AM
madmax2   sorry didn't notice your message for a while....   May 28 2019, 07:47 PM
Ryusho   So I was just recently trying to make waypoints fo...   Aug 20 2019, 02:50 AM
Cheeseh   So I was just recently trying to make waypoints f...   Aug 20 2019, 06:20 PM
Ryusho   This is because there is a limit to the number of...   Sep 8 2019, 08:21 PM
Poka   Hey, I've been messing around with the bots f...   Aug 5 2020, 10:20 AM
Cheeseh   thanks for the info. I've added func_door_rot...   Aug 5 2020, 08:55 PM
Poka   The frame value is used to tell if the button has...   Aug 5 2020, 09:24 PM
madmax2   Hi Poka, Nice, how far into the HL campaign are yo...   Aug 9 2020, 09:50 PM
Poka   duplicate post   Aug 10 2020, 09:54 AM
Poka   Hi Poka, Nice, how far into the HL campaign are y...   Aug 10 2020, 10:32 AM
Cheeseh   Hey Cheeseh, I was going to report bots not shoot...   Aug 10 2020, 07:44 PM
madmax2   I just looked at the git (8-10-20 build), some rea...   Aug 11 2020, 12:28 AM
Poka   Came across a weird bug in hl_c11_a5. When a bot u...   Aug 12 2020, 06:22 PM
Cheeseh   I will try to have a look into it tomorrow   Aug 13 2020, 09:10 PM
Cheeseh   I will try to have a look into it tomorrow I Be...   Aug 14 2020, 07:22 PM
Poka   I Believe I've fixed it now Yeah no more cr...   Aug 15 2020, 12:40 PM
Poka   I did some xen waypointing and here are some thing...   Aug 18 2020, 07:12 AM
Cheeseh   Thanks. Will look into them   Aug 18 2020, 03:40 PM
madmax2   I tried to fix jumpers a while back, and I couldn...   Aug 18 2020, 06:49 PM
Cheeseh   I tried to fix jumpers a while back, and I couldn...   Aug 19 2020, 07:03 AM
Cheeseh   I added some prelim longjump code u can try   Aug 19 2020, 09:05 PM
Poka   I added some prelim longjump code u can try Now...   Aug 20 2020, 08:21 AM
Cheeseh   Now they can do the longjump but there's stil...   Aug 20 2020, 06:10 PM
madmax2   I had a look at the code and long jumps atent act...   Aug 20 2020, 05:01 PM
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