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: 956 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 |
May 24 2021, 08:24 PM
Post
#2
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RCBot Guru Group: Waypointers Posts: 956 Joined: 2-March 12 From: USA, WA state Member No.: 2,162 |
I've noticed bots no longer use the wrench/crowbar when enemies are like 0 distance or very close. Perhaps they only use the crowbar when they are out of ammo? I'd like to see them use the wrench/crowbar when enemies are 0 distance or very very close, rather than trying to reload guns. I'm thinking this might help bots move forward in vents better when there are headcrabs? Just want to see them whack the headcrabs (& other enemies) again...
[Edit] Okay, my bad. I should of checked this on another map. On abandoned bots are using the wrench when they just have the glock at the beginning. If they pick up better weapons then they don't use the wrench/crowbar. On yabma you start with the python/357 then quickly get a shotgun and there is ample ammo, so I never saw bots use the wrench. So I guess it's in the weapon priority settings... In some ways I like it the way it is, but I would like to see a bit more crowbar use too, like on headcrabs at close range. Maybe after exhausting their ammo in the clip, rather than reload when touching enemies, use the crowbar/wrench, something like that??? On yabma, 3 pitdrones would surround a bot and the bot would reload the shotgun 1 shell at a time & shoot. Just would be nice if there was some way to get them to use the crowbar a bit more, but not over use it, if you know what I mean... I probably should check a few more maps, see what they are doing with melee weapons... [Edit] I observed a bot with the uzi switch perfectly to the wrench when an enemy was close, then reload & continue shooting the uzi after the enemy was dead. Just like it was a glock. So it seems bots won't do that with some weapons, like the shotgun, mp5, 357, or the M16 (not sure about the M16? by the time they had it, they had the other weapons too, but I never noticed them melee at all on yabma). I'm still checking the 1st vent in yabma, want to make a few more test runs though that area, make sure the latest patch is good... I see you updated the git, so i'm updating to the latest build... |
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