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> Any one have the current source?
BadLife
post Dec 29 2008, 05:50 PM
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blink.gif I can't seem to find a link to the current source. I know it's probably right out in the open but I sure don't see it. unsure.gif
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madmax2
post Jun 26 2013, 10:29 PM
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QUOTE
You've already released a working .dll for SC 4.7, so there's nothing that needs to be fixed since your latest .dll works fine.


Just had to jump in and clarify this, sorry... Yes the original rcbot 4.7 dll worked fine, except the shooting inactive turrets problem.

Slightly off topic: But I may of encountered another minor problem on crystal2. I found one teleport pad, where bots want to run thru the teleport wpt to the destination wpt, before the teleport has activated. I just mention this in case its related, somehow. Most teleport pads are behind opens later doors, this one is not. But it's in an optional area, so it's not a big problem..... As I recall, bots should not goto teleport wpts, until the teleport activates? I haven't found another teleport like this yet, to test and see if this is a teleport wpt problem, or just a problem with that one teleport pad???

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Cheeseh
post Jun 26 2013, 10:34 PM
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QUOTE

But what did change is bots also won't shoot breakables now . I had to help them thru the breakable grates to get to the turrets. I didn't see them shoot at any breakables.


oops I forgot to say that the dll version I posted has a CVAR to set up bot breakable ally classes

sc_breakable_classes_ally

e,g,

sc_breakable_classes_ally 1,2,3

will set classes 1 2 and 3 as allies

the default is "-1,1,2,3,10,11" but maybe some more need to removed so bots shoot the breakables on that map. This means you can make map specific configs
QUOTE(madmax2 @ Jun 26 2013, 11:29 PM) *

Just had to jump in and clarify this, sorry... Yes the original rcbot 4.7 dll worked fine, except the shooting inactive turrets problem.

Slightly off topic: But I may of encountered another minor problem on crystal2. I found one teleport pad, where bots want to run thru the teleport wpt to the destination wpt, before the teleport has activated. I just mention this in case its related, somehow. Most teleport pads are behind opens later doors, this one is not. But it's in an optional area, so it's not a big problem..... As I recall, bots should not goto teleport wpts, until the teleport activates? I haven't found another teleport like this yet, to test and see if this is a teleport wpt problem, or just a problem with that one teleport pad???


if the teleport waypoint is reachable then bots will try to use the teleport even if it is active or not.


I will make the miniturret change

p.s. I will try to post the full source soon
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Cheeseh
post Jun 26 2013, 10:46 PM
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QUOTE(Cheeseh @ Jun 26 2013, 11:34 PM) *

oops I forgot to say that the dll version I posted has a CVAR to set up bot breakable ally classes

sc_breakable_classes_ally

e,g,

sc_breakable_classes_ally 1,2,3

will set classes 1 2 and 3 as allies

the default is "-1,1,2,3,10,11" but maybe some more need to removed so bots shoot the breakables on that map. This means you can make map specific configs
if the teleport waypoint is reachable then bots will try to use the teleport even if it is active or not.
I will make the miniturret change

p.s. I will try to post the full source soon


I made the mini turrets change

http://rcbot.bots-united.com/downloads/rcbot_mm_sc47_2.7z

edit
btw the classes were written here by ww00tguy

http://rcbot.bots-united.com/forums/index....ost&p=11305

maybe sc_breakable_classes_ally should only be 2 and 3
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Posts in this topic
BadLife   Any one have the current source?   Dec 29 2008, 05:50 PM
Cheeseh   :blink: I can't seem to find a link to the cu...   Dec 30 2008, 01:10 PM
Poka   This is an old topic but I'd be really interes...   Jan 26 2013, 09:04 AM
Cheeseh   This is an old topic but I'd be really intere...   Feb 10 2013, 12:47 PM
madmax2   Hey Cheeseh, Yuraj, over at the svencoop site has...   Feb 12 2013, 08:51 PM
Cheeseh   Finally I've had the time to have a look at th...   Feb 14 2013, 01:20 AM
Cheeseh   Finally I've had the time to have a look at t...   Feb 14 2013, 03:20 AM
madmax2   Wow :lol: that was fast.... thanks Cheeseh, I did...   Feb 14 2013, 04:03 AM
w00tguy123   Cheeseh comes to the rescue! I just started th...   Feb 14 2013, 05:04 AM
madmax2   Man, that was a late night waypoint session in qua...   Feb 14 2013, 09:14 PM
madmax2   Just some feedback on the new release.... I need ...   Feb 16 2013, 06:29 PM
w00tguy123   Hi Cheeseh, I've been trying to get the lates...   Jun 26 2013, 11:01 AM
Cheeseh   The basemonster/baseentity classes were changed by...   Jun 26 2013, 12:09 PM
Cheeseh   The basemonster/baseentity classes were changed b...   Jun 26 2013, 04:41 PM
w00tguy123   I made the suggestion above by removing that line...   Jun 26 2013, 09:36 PM
madmax2   Thanks Cheeseh, Just had a late breakfast, turned ...   Jun 26 2013, 06:47 PM
madmax2   Ok, I tested the dll on crystal/steampipeHL. The f...   Jun 26 2013, 08:24 PM
madmax2   Just had to jump in and clarify this, sorry... Y...   Jun 26 2013, 10:29 PM
Cheeseh   oops I forgot to say that the dll version I post...   Jun 26 2013, 10:34 PM
Cheeseh   oops I forgot to say that the dll version I poste...   Jun 26 2013, 10:46 PM
w00tguy123   oops I forgot to say that the dll version I poste...   Jun 26 2013, 10:58 PM
Cheeseh   Oh, nice! That cvar will come in handy. I can...   Jun 26 2013, 11:03 PM
Cheeseh   hmm. setting sc_breakable_classes_ally to "...   Jun 26 2013, 11:16 PM
w00tguy123   maybe I shouldve been a bit clearer with the comm...   Jun 26 2013, 11:22 PM
Cheeseh   I was using a test map for this, but quarter.bsp ...   Jun 26 2013, 11:31 PM
madmax2   okay seemed to be a bug with that code. you can...   Jun 27 2013, 12:03 AM
w00tguy123   this new link doesn't seem to work for me. di...   Jun 27 2013, 12:04 AM
madmax2   Change the extension from .zip to .7z in the link...   Jun 27 2013, 12:15 AM
w00tguy123   hmmm, I still only get 298 bytes. i tried .7z ...   Jun 27 2013, 12:18 AM
madmax2   @cheeseh Ok, will try this out today, thanks... :...   Jun 26 2013, 10:45 PM
madmax2   @cheeseh Oh, what do you think about a grapple wp...   Jun 26 2013, 10:51 PM
Cheeseh   @cheeseh Oh, what do you think about a grapple w...   Jun 26 2013, 10:52 PM
madmax2   yeah sounds like an idea, I'll have a look wh...   Jun 26 2013, 10:58 PM
w00tguy123   I tried "" both in console and in the ma...   Jun 26 2013, 11:07 PM
w00tguy123   That new version is mostly working. They will atta...   Jun 27 2013, 12:00 AM
madmax2   Never mind... heh heh :) ... got it to work... ...   Jun 27 2013, 12:20 AM
madmax2   Bots are still having problems shooting at inactiv...   Jun 27 2013, 03:22 AM
w00tguy123   They don't shoot inactive turrets in my map, b...   Jun 27 2013, 03:59 AM
madmax2   Hey w00tguy123, Sounds like you found the problem...   Jun 27 2013, 05:13 AM
madmax2   I got the mini-turrets to deactivate in murks (sc4...   Jul 1 2013, 10:42 PM
w00tguy123   Have you found any more maps with inactive/deactiv...   Jul 2 2013, 04:57 AM
RoboCop   Does anyone have the source code for RCBot v1.5 (o...   Dec 23 2015, 10:29 PM
madmax2   Hey RoboCop, I could be wrong, but I don't th...   Dec 24 2015, 06:58 PM
RoboCop   Hey RoboCop, I could be wrong, but I don't t...   Dec 26 2015, 12:42 PM


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