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Cheeseh |
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#101
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![]() Admin ![]() ![]() ![]() ![]() ![]() Group: Admin Posts: 3,040 Joined: 11-September 03 From: uk Member No.: 1 ![]() |
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madmax2 |
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#102
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RCBot Guru ![]() ![]() ![]() ![]() ![]() Group: Waypointers Posts: 906 Joined: 2-March 12 From: USA, WA state Member No.: 2,162 ![]() |
Hi Cheeseh,
QUOTE bots without longjump try to avoid crouchjump waypoints Do you mean the long jump module? I just downloaded and will test shortly... thanks... [EDIT] Ok, I Tested on jumpers platforms, and the longjump is working good, everyone gets longjump module. ![]() (Build ba9c657879496775d1b0896cf4296334e3e4636f) I checked a few other maps, and the requirement to have the module will break some existing good waypoints. Could you remove that requirement? The waypointer can either force bots to the longjump module, or it could be scripted like you did the RPG on vger, or added to the map cfg. Bots would just do a low jump without the module, which should work ok on existing wpts and could be useful. I guess another way to go would be to have a longjump and crouchjump wpt, but that may not be needed? I can't test it without the longjump module right now. Maps that will break include, sc_persia, sc_royals2, sc_royals3, sc_psyko, the crouchjump is in main path. Part of shattered and murks won't work, there may be some in last series too. I've only looked at 10 maps. Some waypoints could be easily fixed (remove crouchjump or change to jump), maybe some not so easy (sc_royals2 cavern jumps)? There could be a lot of untested wpts in the git that will break? You probably don't need this, but here is a debug of the current rope crouchjump at the 2nd pegs area, on sc_persia. Bots won't cross the rope, unless I change it to a normal jump. I changed it back to crouchjump and teleported the bot back before the rope... CODE [RCBOT][DEBUG - NAV] touchedWpt() [RCBOT][DEBUG - TASK] CBotTaskWaitNoPlayer COMPLETE [RCBOT][DEBUG - TASK] m_pCurrentTask.m_bComplete [RCBOT]ID = 90 FLAGS = ,crouchjump [RCBOT][DEBUG - NAV] touchedWpt() [RCBOT][DEBUG - TASK] CBotTaskWaitNoPlayer COMPLETE [RCBOT][DEBUG - TASK] m_pCurrentTask.m_bComplete L 20/08/2020 - 18:00:29: "[m00]3gg<14><BOT><players>" stats: frags="21.40" deaths="5" health="100" [RCBOT][DEBUG - NAV] touchedWpt() [RCBOT][DEBUG - TASK] CBotTaskWaitNoPlayer COMPLETE [RCBOT][DEBUG - TASK] m_pCurrentTask.m_bComplete [RCBOT]ID = 90 FLAGS = ,crouchjump L 20/08/2020 - 18:00:36: "MadMax<13><STEAM_ID_LAN><players>" stats: frags="95.21" deaths="0" health="1" [RCBOT][DEBUG - NAV] touchedWpt() [RCBOT][DEBUG - NAV] touchedWpt() ] as_command rcbot.teleport [m00]3gg [RCBOT]teleported [m00]3gg [RCBOT][DEBUG - NAV] touchedWpt() [RCBOT][DEBUG - NAV] BotNavigator FAIL [RCBOT][DEBUG - NAV] NavigatorState_Fail [RCBOT][DEBUG - TASK] CFindPathTask FAILED [RCBOT][DEBUG - NAV] m_iCurrentWaypoint == 84 [RCBOT][DEBUG - NAV] NavigatorState_Fail [RCBOT][DEBUG - TASK] CFindPathTask FAILED [RCBOT][DEBUG - NAV] m_iCurrentWaypoint == 84 [RCBOT][DEBUG - NAV] NavigatorState_Fail [RCBOT][DEBUG - TASK] CFindPathTask FAILED [RCBOT][DEBUG - NAV] RCBotWaypointBeliefSorter Chose Waypoint 148 (0) [RCBOT][DEBUG - NAV] m_iCurrentWaypoint == 84 [RCBOT][DEBUG - NAV] NavigatorState_Fail [RCBOT][DEBUG - TASK] CFindPathTask FAILED [RCBOT][DEBUG - NAV] RCBotWaypointBeliefSorter Chose Waypoint 151 (2) [RCBOT][DEBUG - NAV] m_iCurrentWaypoint == 84 [RCBOT][DEBUG - NAV] NavigatorState_Fail [RCBOT][DEBUG - TASK] CFindPathTask FAILED [RCBOT][DEBUG - NAV] m_iCurrentWaypoint == 84 |
Cheeseh |
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#103
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![]() Admin ![]() ![]() ![]() ![]() ![]() Group: Admin Posts: 3,040 Joined: 11-September 03 From: uk Member No.: 1 ![]() |
Hi madmax . Just convert the crouchjump waypoints to jump
Use the command as_command rcbot.waypoint_convert_type <type_from> <type_to> for example as_command rcbot.waypoint_convert_type crouchjump jump Then save waypoints Otherwise i can add add cvar to enable/disable |
madmax2 |
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#104
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RCBot Guru ![]() ![]() ![]() ![]() ![]() Group: Waypointers Posts: 906 Joined: 2-March 12 From: USA, WA state Member No.: 2,162 ![]() |
Hi madmax . Just convert the crouchjump waypoints to jump Use the command as_command rcbot.waypoint_convert_type <type_from> <type_to> for example as_command rcbot.waypoint_convert_type crouchjump jump Then save waypoints Otherwise i can add add cvar to enable/disable Yeah, I forgot about that ![]() I checked the cavern jumps on sc_royals2, I used a crouchjump at the first jump (it sets the timing for all the other jumps). I changed it to a jump, and bots over shoot the 1st jump 90% of the time. I did see a bot make it across, but most of them fail/fall. So I tried combined jump+crouch and it was worst, bots would land on first stone, but would be out of position for next jump and just jumped sideways, they wouldn't pull back to the staynear wpt. The jumps in this map were very touchy/difficult, so I expected I would at least need to test this area. It would be good if we could put cvar's into a map specific cfg to include with waypoints going forward. Perhaps in the config folder, can we do this now? Sven updates might wipe the map cfg's in map folders, not sure about that though? I know they replace the BotManager.as. |
Cheeseh |
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#105
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![]() Admin ![]() ![]() ![]() ![]() ![]() Group: Admin Posts: 3,040 Joined: 11-September 03 From: uk Member No.: 1 ![]() |
hi madmax . for now the bot only loads "quota" and "script_entity_offset" per config or per map config. I will need to update that - and try to add a cvar to enable/disable long jump requirement per map -
in RCBot AS the bots just did a regular jump anyway at "crouchjumps" . that was my reasoning behind making crouchjump a "long jump only" waypoint. My reasoning behind not allowing bots without longjump to avoid "crouchjumps" is so they can try to find a longump module first. but if you think a "crouchjump" might be better than a regular jump, in reality they only hold crouch button for under <0.2 seconds and then press jump, so I don't know if that will bring any advantage. |
madmax2 |
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#106
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RCBot Guru ![]() ![]() ![]() ![]() ![]() Group: Waypointers Posts: 906 Joined: 2-March 12 From: USA, WA state Member No.: 2,162 ![]() |
I'm not sure why, but the old CJ seems to yield a flatter jump than a normal jump, the distance is different. I was thinking that might still be useful in maps that don't have the module. Any change you made to the timing to get longjump working, probably changed the CJ timing w/o the module too.
Would it be easier to add the cvar without the cfg support, so I could test that on royals2, and some other maps? Or would a new longjump wpt type be easier to implement, but perhaps that would defeat the purpose of the change? Sorry, I'm kinda being picky , lol... I do see your reasoning, it doe's make sense, and may fix some existing wpts in the git where the module is required to advance... [Edit] Ran a test with a straight long approach. Jump+crouch is more like crouch into a hop, it's very short. CJ looks like it's about 75 or 80% of a normal jump. It may not be flatter. |
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Lo-Fi Version | Time is now: 18th January 2021 - 06:31 AM |