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> RCBot 2 Latest Beta, Support for CP Granary Test DLL
Cheeseh
post Jun 22 2009, 08:24 PM
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I added support for the CP map CP_Granary (And made a waypoint)

CODE

0.43
- Provisional Support for CP Granary
- Fixed a crash bug
- Engineers upgrade team mates dispensers and sentries


please tell me how they do, if its worth a release

Download

The source SVN is up to date

http://sourceforge.net/scm/?type=svn&group_id=248612
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Genesis
post Jun 22 2009, 11:35 PM
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It works, but the bots always go in the same path (maybe add some alternate paths). Also, sometimes they just sit on the point and do nothing. Other than that, it's good.
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Cheeseh
post Jun 22 2009, 11:39 PM
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QUOTE(Genesis @ Jun 23 2009, 12:35 AM) *

It works, but the bots always go in the same path (maybe add some alternate paths). Also, sometimes they just sit on the point and do nothing. Other than that, it's good.

thanks for testing. The alternative path stuff will all come later. It's all there to be added.
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Ark
post Jun 23 2009, 03:00 AM
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Where do I put the cp_granary.rcw file?
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Geralt
post Jun 23 2009, 03:34 AM
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Nice work Cheeseh. smile.gif

Full download here:
http://files.filefront.com/RCBot2+043zip/;...;/fileinfo.html
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Ark
post Jun 23 2009, 06:55 AM
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Argh, It's still crashing. Sorry I should have been more specific about the crash. What it does:

When it crashes, everything freezes, the sound will loop for about 3 seconds then it will close, like I hit alt f4.

Is there any crashlog that I can view? Because I just want to play with bots. Dont get me wrong, I LOVE your rcbot, it's very nice.
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Greig
post Jun 23 2009, 07:13 AM
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QUOTE(Ark @ Jun 23 2009, 07:55 AM) *

Argh, It's still crashing. Sorry I should have been more specific about the crash. What it does:

When it crashes, everything freezes, the sound will loop for about 3 seconds then it will close, like I hit alt f4.

Is there anyway crashlog that I can view? Because I just want to play with bots. Dont get me wrong, I LOVE your rcbot, it's very nice.



Same here still crashing (running it on a dedi)
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mehdichallenger
post Jun 23 2009, 07:56 AM
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it work good.
does it only work with cp_granary?
how to create a control point waypoint like your cp_granary?
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Geralt
post Jun 23 2009, 08:11 AM
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Yes, only cp_granary. If you want to make your own you will have to get the source code, which he linked to in the first post.
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mehdichallenger
post Jun 23 2009, 08:57 AM
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QUOTE(Geralt @ Jun 23 2009, 08:11 AM) *

Yes, only cp_granary. If you want to make your own you will have to get the source code, which he linked to in the first post.

nothing there.
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Geralt
post Jun 23 2009, 09:34 AM
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You can get the source code from here:
http://sourceforge.net/scm/?type=svn&group_id=248612
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Cheeseh
post Jun 23 2009, 11:33 AM
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QUOTE(Geralt @ Jun 23 2009, 10:34 AM) *

You can get the source code from here:
http://sourceforge.net/scm/?type=svn&group_id=248612


This part is the hard-coded cp_granary script:

bot_mods.cpp

CODE

   97 void CTeamFortress2Mod :: getNextPoints (int iPoint,int iTeam,int iMyTeam,int *iCurrentDefendArea,int *iCurrentAttackArea)
   98 {
   99     char *mapname = CBotGlobals::getMapName();
  100
  101     int iAttackPoint;
  102
  103     if ( strcmp(mapname,"cp_granary") == 0 )
  104     {
  105         if ( iTeam == TF2_TEAM_BLUE )
  106         {
  107             iAttackPoint = iPoint + 1;
  108
  109             if ( iMyTeam == TF2_TEAM_BLUE )
  110             {
  111                 *iCurrentDefendArea = iPoint;
  112                 *iCurrentAttackArea = iAttackPoint;
  113             }
  114             else
  115             {
  116                 *iCurrentDefendArea = iAttackPoint;
  117                 *iCurrentAttackArea = iPoint;
  118             }
  119         }
  120         else
  121         {
  122             iAttackPoint = iPoint - 1;
  123
  124             if ( iMyTeam == TF2_TEAM_BLUE )
  125             {
  126                 *iCurrentDefendArea = iAttackPoint;
  127                 *iCurrentAttackArea = iPoint;
  128             }
  129             else
  130             {
  131                 *iCurrentDefendArea = iPoint;
  132                 *iCurrentAttackArea = iAttackPoint;
  133             }
  134         }
  135     }
  136 }

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bir3yk
post Jun 23 2009, 12:50 PM
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If removed "if ( strcmp(mapname,"cp_granary") == 0 )", the other CP maps will work normally?
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Cheeseh
post Jun 23 2009, 03:35 PM
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QUOTE(bir3yk @ Jun 23 2009, 01:50 PM) *

If removed "if ( strcmp(mapname,"cp_granary") == 0 )", the other CP maps will work normally?

Oh no that would be too easy tongue.gif

At the moment its not very easy to add support for other maps, this was not the point of this test DLL, it was just to see if it works. I will probably have to change a lot of things, including the method itself.
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Positronic
post Jun 23 2009, 04:30 PM
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Found this via the Steam forums where Geralt posted them. For what it's worth, I'll try and list some of the bugs I found from 2 hours of playtime. Note: Some of them are things I think should be added, feature-wise, and yes, I realize you are probably aware of most of these things, just figured I might as well add my 2 cents.

Things that don't work well:
  • Demomen don't seem to want to use their sticky grenades. Usually they will spam the primary grenades and then either reload + attack or use melee.
  • Engineers don't seem too keen to upgrade their dispensers past level 1. Maybe they do sometimes, but it hasn't happened for me.
  • Engineers also take quite a bit of time upgrading their sentries. On ctf_turbine, the engy built a sentry right near the spawn area, but just stood on the tiny metal container near his stuff instead of walking 6 feet to the resupply cabinet.
  • Medic doesn't seem to want to heal people very often, and when it does, it sometimes goes between healing and not healing really quickly.
  • Enemies can apparently see through the spy disguise.
  • After the spy disguise has been fixed, enemies should be encouraged to spy check randomly, or if they run into a clipped object (possibly a spy).
  • Spies disguise and then run straight to the flag, even if it isn't there, and then just sit there. They rarely use their butterknife, which is their main advantage.
  • Spies don't sap engineer buildings, but they will shoot a dispenser right next to a level 3 sentry, and then promptly die.
  • Soldier seems almost too reliant on his shotgun in battle situations. It may be helpful in downing someone you've just rocketed a few times, but he shouldn't enter a 1v1 firefight using only his shotgun.
  • Bots don't recognize the threat of their foes. A heavy will just sit there from far away trying to attack an enemy sniper, completely exposed. There should be some kind of "fight or flight" decision-making by the bots.
  • Bots will sometimes randomly shoot at walls, turn around and start shooting, etc. Is this because they are detecting an enemy through the walls?
  • Engineers should be encouraged to build teleporters behind enemy lines instead of putting the exit in the middle of the main battle area.
  • Bots sometimes stop suddenly, causing other friendly bots who encounter them to stop in the same place as well.
  • All of the bots doublejump right before the round starts, and intermittently during the match.
Things that work well:
  • Heavy, overall, works well, and quickly rockets to the top of the scoreboard. He'd be even better with "fight or flight" decision-making, though.
  • Sniper, overall, works well.
  • Scout, overall, works well, but should be encouraged to use his speed as an advantage more. (and surprise attacks)
  • Soldier, overall, works well, aside from the things mentioned above. They can rocketjump, which is pretty cool.
Amazing job on these, btw. It's nice to see some working bots for TF2. Bot taunts are especially cool! tongue.gif If you do waypoint more maps / map types, how hard would it be to do cp_dustbowl? I can imagine that being pretty interesting with bots.
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bir3yk
post Jun 24 2009, 08:26 AM
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Changed your code to "if (strncmp (mapname, "cp_",3) == 0)". Tried to map cp_fastlane, set 5 waypoints on the CP (area (0 ... 4), radius 180, capture). The problem is capturing the central point (2), bots do not want it to run. If I caught it myself, the more work the run and take over the point. What could be the problem? Not to the point located close to the CP? .
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naMelesS
post Jun 24 2009, 03:22 PM
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Cheeseh the rcbot gravity seems to have a little problem, could you fix the rcbot gravity..???
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NifesNforks
post Jun 24 2009, 04:38 PM
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Meh, tried cp_granary but they didnt capture anything. They just ran around randomly and killed eachother until TF2 crashed.
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Greig
post Jun 24 2009, 05:49 PM
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Is it just me or do the bots ran way fast compaired to the clients in the game. my bots all run faster than the scout, and the scout runs like the flash
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Positronic
post Jun 24 2009, 07:07 PM
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QUOTE(Skeggar @ Jun 24 2009, 04:38 PM) *

Meh, tried cp_granary but they didnt capture anything. They just ran around randomly and killed eachother until TF2 crashed.


Interesting; for me, the bots capped fine... and relatively quickly too. The only issue is that if one team only has one point left, they will all desert that point and attempt to cap the next one, allowing the enemy to cap the last one and win.
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