remember this is BETA, meaning I haven't tested it properly, but is most up to date version of the bot
june 12 - 2006
fixed bots still chatting with chat_percent 0 ( i think)
better unwaypointed navigation (still crap though)
more robust team detection in the specialists (could have been causing crashes)
mvm/ava maps in ns: fixed teams not moving to enemy base (I think),
added more commands (see rcbot digest post!)
more stuff
DOWNLOAD HERE: http://filebase.bots-united.com/index.php?action=file&id=205
12 feb
fixed hanging in the specialists when grenade thrown
30th january
svencoop: new pain waypoint (place areas where death occurs until triggered e.g. svencoop2) also make sure no paths pass by the waypoint in your waypoint files.
svencoop: bots shoot shootable buttons better
svencoop: bots stopping and zooming with sniper rifle sometimes
svencoop: when a bot is being healed they will also heal the healing player
all mods: fun command "rcbot util explo" (try "rcbot util explo 2000" hehehe)
NS: another tweak to hopefully fix bots not shooting when holding mines
16th december
changed: faster GA learning
changed: dynamic aiming speeds
fixed: bots using teams in HLDM
changed: learning stuff in NS for attacking electrified objects with melee weapons
note: you might want to increase the aiming_speed in bot profiles a little bit.
19 March 2005
can now edit rcbot folder with rcbot_folder.ini file:
here's what to do: if you want to put rcbot in a fodler OTHER THAN half-life/rcbot then make a file called "rcbot_folder.ini" in the MOD folder (NOT rcbot folder!! or that's just stupidity...) then just put the folder where rcbot is installed in the file RELATED TO THE "half-life" folder
For example: If I wanted to put the rcbot fodler inside NS/ folder you NEED a rcbot_folder.ini file in "ns/" like this:
ns\rcbot
that's it
...............
[edit]
heres a more up to date version...
added config varaiable "rcbot config not_ns3final" set it to 1 if not using the latest NS for compatibility.
fixed aliens weapons
bots 'learn' when they want to follow enemy (not tested much) no doubt they'll never follow, making them live longer
------------
Okay I got some stuff fixed for NS 3.0,
aliens attack!
marines receive orders without crashing!
faster waypoint path-finding algorithm (less cpu!)
bots learn when to take cover + where to take cover sometimes
added skitchy's code for aliens evolving in combat!!
mtamod rcbot dll DOWNLOAD is attached right here
PS: You might want to download the latest waypoints for NS 30 maps on the waypoints forum: http://rcbot.bots-united.com/forums/index.php?showforum=8
Works sexifully! First kill on angst was an alien.
Kinda embarassing.. but..
awesome stuff, now it's time for me bed. I hope to see some good feedback by tommorow
note that the aliens will never use all four weapons in combat, still need something to fix, as another thing was changed in NS that makes it more difficult for me to find what weapons the aliens can use (the same thing that caused aliens not to attack at all)
I am beginning to get an inferiority complex - no linux compile
my linux machine is seperated into several pieces spread across the worlds of the most cliche'd computer games at the moment
I need to put it back togther soon before I can compile a linux version, and I don't really have a desk for it at the moment either, it will just be sitting where I'd be able to trip up on it and spill my precious tea all over my precious linux machine. In conclusion, maybe in a week or two
Cheeseh, what would it take to get rcbot to finally follow the addons standerd protocal? Being that it is a metamod plugin and all, don't you think it's time to catch up?
Heyyo,
Err.. standard protocol? bot's have on?
Anywho, did some waypointing, w00t! check for lift now has its own waypoint color! I'm guessing tan?
Cheesh, can you give "Objective/End Of Level" waypoint flags a color too please? obviously that's one of the most important waypoints, so giving it an identity would be cool. Right now I think it slighly shades the waypoint a bit brigther.. not a very easy difference to spot.
it has got a colour its just a bit darker than the normal colour, although its still a blue colour so maybe you just missed it. Maybe its because one of us is colour blind, my eyes are farked, tests show not colour blind, and then colour blind and none of the above very often
ps: I don't know exactly what you're meaning sandman, Im guessing you want to change the folders etc (never!! ) remember rcbot is for mutliple mods, thats why its on its own underneath the ns folderin hl folder because it only needs one copy and not multiple copies for each mod.
Heyyo,
Last I remembered, you can put the bots in anyfolder since most aren't folder-specific. Cheesh just reccomends that place so it's easy to get the bot going in all mods using the same inputs in your liblist.gam/metamod.ini.
I've uploaded a newer version, check first post
Hey nice. Two new versions in so little time. Are you starting to reunite with your inner-nerd? (I don't mean that offensively) That's bloody great, it's about time! Keep it up mr Cheese
I have no life.. must do something to fill the time hehe it won't be long before I don't work on it for a while again, I've just done it since NS 3 was out and I've gained a bit more interest after messing about with it, but i've still got lots of work to do, so the bot work will be less soon :/
QUOTE (Cheeseh @ Mar 11 2005, 07:27 PM) |
my linux machine is seperated into several pieces spread across the worlds of the most cliche'd computer games at the moment I need to put it back togther soon before I can compile a linux version, and I don't really have a desk for it at the moment either, it will just be sitting where I'd be able to trip up on it and spill my precious tea all over my precious linux machine. In conclusion, maybe in a week or two |
Couldn't you just compile it off of like a knoppix or whatever CD that you boot from?
I wish Linux was like Winblows sometimes- jumping jiminy and roger rabbit have more chance of becoming American President that summat being that easy...
QUOTE (LordSkitch @ Mar 13 2005, 10:58 AM) |
Couldn't you just compile it off of like a knoppix or whatever CD that you boot from? |
Bots do evolve in co right? :]
:// looks like it.
is a non metamod version gonna come out soon?
http://filebase.bots-united.com ???
Noticed a possible bug with this latest build.. after say.. mmmmm 11 hours or so, the bots.. sorta.. stop.
It may be due to one of my other plugins running, but it hasn't happened til I upgraded to the latest build. They sorta just stand there, looking around. They won't move by order or anything, they won't even trigger entry/exit sounds I have set up (they normally do and it pisses everyone off, so I have to edit the damned plugin).
Only way to fix it seems to be to kill the console and restart it...
Any idea what you coulda changed that would cause them to freak out?
deadlock ... ?? I have a time-out though for tasks.
I dunno I'd need to debug it for 11 hours
Well like.. just one time, after a few many hours, the bots join, then do nothing. Stand there, looking around. 's like all my botfondling has left them cataleptic...
Let me ask you this. Did someone try changing maps doring those few seconds that your frozen in place when a new round was about to begin?
I have found that changing the map at that very moment will cause the bots to stop moving and is 100% reproducable.
::rubs his chin:: I'll try it here in a few and see what I come up with..
Whats with the fitness thing? What're they learnin'?
QUOTE (LordSkitch @ Mar 19 2005, 11:42 PM) |
Whats with the fitness thing? What're they learnin'? |
Well I figured it was the part about when/where to take cover, but what is it they actually learn?
QUOTE (LordSkitch @ Mar 20 2005, 01:44 AM) |
but what is it they actually learn? |
they oughta learn the common locations of the jerks that camp them in combat maps!
lecture!
they don't learn from humans, just their progress, like the fitness is actually their survival time + frags when they died. So the better fitness then the better the constants were that were set in the bot, like:
the tendancy to take cover with certain health and health lost
the tendancy to face something thats shooting them with certain health and health lost
the tendancy to follow an enemy depending on its health etc
I also work out a grid of costs for the bots, this is just an imaginary 512unit wide 2d grid around a bot that works out costs around entities in the game.
somthing like this
CODE |
[1][-1][1][2][4] [2][0][2][4][6] [0][2][B][2][4] [2][4][2][4][6] [4][3][2][3][4] |
Phew - Have you ever thought of working for the inland revenue....
Cheeseh's gonna take over the world one day
They're still doin the sitting there doing nothing thing... I did a rcbot debug nav 1 and.. i was HOPING the debug stuff would be written to the log but it wasn't, I'm gonna try Sandys insta-break-the-server thing real quick..
I tried like 11 times in a row, before, during, and after the dings to let you know the rounds starting and couldn't get them to freeze.. but.. anyhow.. I did the rcbot debug nav 1 thing, and if I remember correctly, they ALL were trying to get from 1 waypoint to whatever waypoint they were trying to get to.. some odd waypoint 114 or something.. 160 maybe.. I don't remember off hand.. I'll try and catch them froze again and see if I can tell what they're doing..
Oh! And now that they got this grid of sexiness what which tells em where stuffs at... think they could use that grid to know when NOT to gestate and to reload randomly?
what map was it on? when did it happen (i.e. round end?) did map change before bots stopped, ??
The map it happened on mine was.. umm.. veil, but it's happened on hera and metal too, I dunno if the map was changed before... next time it happens I'll pay closer attention..
I got two pictures of the bots' descent into madness, one with nav on, and one with everything but nav and touch on, cause two bots were touching and spamming it all up.
http://www.the-coming.com/images/rcbot%20debug.jpg
http://www.the-coming.com/images/rcbot%20debug2.jpg
did you try joining the game and use "rcbot debug_bot <bot name>" it will show their current tasks so I can see what it is each of them are doing
I'll do that the next time i catch em braindead
Alright, they're braindead, but .. umm.. ok
with [RC] Archfiend
rcbot debug_bot archfiend
did nothing on the client
rcbot debug_bot archfiend
on the server console said
Can't use this command on the dedicated server
rcbot debug bot archfiend
did nothing on the client
rcbot debug bot archfiend
on the server console said:
Accessing debug commands : detected dedicated server
Debug level not found
How in the hell do I use that command?
as i said try joining the game and ...
I did, I was in the game.. Like I said in my post, I tried it on the client, and on the server, cause the client stuff wouldn't work..
hmm it must use the listen server client instead of the guy debugging, I thought it didnt do that, ill check it later
Tsk tsk, makin me feel dumb
you weren't using rcon were you? I don't see any other code that will be called when it says the error "Can't use this command on the dedicated server" unless you specifically typed the command via the dedicated server.
First, I did rcbot debug_bot archfiend in the console in the game, while I was playing. Nothing happened. So, I tried it in the server console, and it yelled at me.
So then I tried rcbot debug bot archfiend in the console in the game, while I was playing, and again, nothing happened, so I tried that too in the server console, and it yelled at me again...
As far as I know, it doesn't actually do anything
it doesn't print anything on the console, it prints it on the game screen to the top right, probably where the console blocks the damn thing!!
QUOTE (Cheeseh @ Apr 3 2005, 11:36 AM) |
it doesn't print anything on the console, it prints it on the game screen to the top right, probably where the console blocks the damn thing!! |
Developer 1 just echos the console to the top left.. lemme go try the bot debug thing again... nah, doesn't seem to do anything.. ::shrug::
Noooo!! arghh, devleoper 1 is for the console only
it's a HUD message displayed on the HUD, NOT on the console. (like in adminmod hud message or whatever it was). It's like this because it can update very often and it's easier to see when it changes on the HUD, it it were on the console there would be thousands of print outs, probably exactly the same until a change.
actually, the proper syntax is :
rcbot debug_bot bot <botname>
... should have used rcbot help debug_bot....!!
does this do anything for sven coop? (add waypoints, better bots, etc
Heyyo,
Well his A* naivgation optimizations means the bots will find their routes faster, so that means bots will move around more constantly.
He also tried to fix up an issue with the health for func_breakable being too high, but it turns out that needs a bit of tweaking..
Those are the 2 main changes that makes svencoop more enjoyable. If there's others then I missed them.
Wow! It does work... thats pretty cool. Next time they're braindead, I'll do it!
Alright, they went braindead, and I turned on the debug doohickey, and even grabbed em and moved em around a bit to see if I could stimulate them into doing anything, after all, I am the botfondler.
Anyhow, here's the demo of them kinda standing around, one ran and jumped a bit, but then stayed there..
http://www.h3ostudios.com/skitch/files/braindead.dem
If it dumps you saying you don't have all the models or what have you, join my server (www.the-coming.com:27015) and it'll go ahead and stick em all on yer system
I've downgraded to the previous version, to see if they still go braindead, and I'll do so one more version if they do, after that I'm gonna start ripping off plugins to see if one of them is causing it.
Actually I think it was freakin' EntMod that was causing it.. I took it off temporarilly, and all of a sudden they've been up 15 hours without them going braindead..
Here's hoping it was just my own dumb ass fault they kept breaking!
Ok, well the braindead time went from ~4 hours to ~24, so EntMod may have been a culprit in a deeper-rooted problem...
Here's the demo of the braindeadness http://www.h3ostudios.com/skitch/files/braindead3.zip
there are like hundreds of resource s I don't have to run the demo and can't be arsed to look for all of them :/
LOL DOH! if you ICQ me or AIM me or whatever I'll set my server up to that map and when you join you can get all the stuff from my content server with its dual gigabit lines! Weee!
They went nuts this time after 5 hrs
Alright.. They've gone braindead with every plugin I've put on since the newyear disabled, so I'm guessing it's none of the plugins.. Is it happening to anyone else? Am I cursed? What the crap.
Dunno No 'Linux' version yet to test :Hint: :Hint:
Yes, Linux. Mm. *additional hints* Waiting for that Linux compile. Eagerly.
Heyyo,
I'm not 100% certain, but at times I think bots 'skip' a waypoint onna route now.. I suggest you guys check into this too as it's just a supserstition cause at times they won't go to a certain waypoint n' just go right to the next one, as if there was a pathwaypoint connecting them (and yes, there was no pathwaypoint to begin with either)..
btw, started to waypoint the Operation Search & Destroy campaign, and it's somewhat bot-friendly.. the elevators tend to have holes in the tops of them for bots to drop into incase they leap down the elevator shaft, and the elevators are set to crush n' kill anybody blocking its path... only 1 major downside, at random it crashes if there's a couple of bots running around.. not exactly sure why, it doesn't crash on the 1st level, I don't think the 2nd either, but the 3rd n' up seem to have problems at times...
[EDIT]
oh, and no worries if you don't fix this anytime soon cheesh, I've picked up a copy of Splinter Cell: Chaos Theory.. and IT HAS COOP! w00t! pretty much why I bought it.. but coop's incredible fun! doin' sweet coop moves like catapulting your buds up walls, rapelling a bud down walls, or even hang a bud from a wire while he hacks a computer/terminal mission impossible style. coop freak loves his coop!!!
oh, and btw discrepant, cheesh released the source code to his bot, so just download it, n' make file with that gcc program, and it should spew out your needed .so file.
If from a top view, it's like:
o------o------o o------o------o
o's being waypoints, -'s being paths, if their task changes as they're running down the path, like they hear an enemy, or see one, or get a command from a commander, they can continue on their trajectory until they find their new path to their target, and they'll use the closest waypoint to them to start that path.. so, after the third waypoint up there, a marine sees a skulk, the skulk redeems or something, and he'd touch that 4th waypoint and determine his new path from there...
Not sure that's exactly whats happening, but its a possibility..
SC3 was a little too short for my tastes, but I guess I'll have to go play multiplayer stuff on it for more fun
Hey Cheeseh, you should add something to your site telling people that you've updated RCBot to work with 3.0+.
I've been checking the site for quite a while hoping for an update. I finally found this looking for another bot that would work with 3.0.
Thank god you got it going. I love RCBot!
P.S. This is the site I'm talking about:
http://rcbot.bots-united.com/
its always been working with 3 though, only had some probelsm that i fixed and posted on the forum (right here )
Heyyo,
Hmm, that is a good theory Skitch, but this doesn't seem to be the case.. like, the waypoints are all connected one after another, but it just skips the waypoints and moves to the next, I saw it definately happen. I'll do a schematic:
B C
O-------O
|
|
|
OA
Ok, the bot wanted to get from A to C, the bot was right beside A, and started walking straight to C.. this's bad cause there's a whole between A and C and so the bot fell off the cliff.
Another problem has arisen while I was waypointing Operation Search & Destroy... for some reason at the bridge, the bots randomly walk off to the side of the waypoint, falls off the bridge and dies.. Now this happened at another small bridge part onna diff campaign I waypointed, but I can't remember the level's name, and I was able to counter it by just simply croutch movement, cause then the bot's barely moved to the side, and diddn't fall off the bridge. I think it might be because how the bot's can get pushed around by walls, and since there's a little bump from the bridge's wire's to the planks, I believe this is why they fall off. I'm gonna try some different waypointing techniques, and if they don't work I guess they'll croutch through the bridge.
Easiest way to figure out...
rcbot debug_bot bot "botname"
So like, for example on my server:
rcbot debug_bot bot "[rc] the goddess sarah"
Watch to see if their task changes from BOT_TASK_FIND_PATH to something on the order of one of these...
BOT_TASK_RUN_FOR_COVER
BOT_TASK_NORMAL_ATTACK
BOT_TASK_SEARCH_FOR_ENEMY
They'll make em deviate..
And, Mr The Cheese, I just watched a fade pull a task of "BOT_TASK_CHANGE_WEAPON" to an acid rocket, when not even 2 hives were up, then switch to "BOT_TASK_NORMAL_ATTACK" and freak out at both a CC and a marine without shooting anything, cause he didnt have that weapon yet..
how do you know it was an acid rocket? I have checks in to make sure the bots have the weapons given to me from NS developers
Cause his hands went away, and his little acid rocket doohickey came out, and he stopped attacking and just sorta ran around psychotically when he changed over to the attack task..
weird I dunno, whenever I'm testing they shoot the acid rocket fine, although thats in combat mode, I guess you were playing an NS_ map?
Affirmative. It was on ns_caged
Alright, how do I figure out where the memory leak is?
Hooray for the extra gig of ram I bought for the server!
Oh is that what a memory leak is? I thought it was the amount of plugins I was using...
Blimey Skitchy - how much memory have you got in that animal?
1.5gb until I can rip it all out and put in 3gb... I have a few things I want to buy before I upgrade my server more though..
welder,kitchenaidmixer,w? sthofcleaver,cuisanartfoodprocessor,lotsandlotsofchainmailsupplies,leathersuppli
es,layer2switch,planetickettomichigan, and various other things!
Just a note that I've updated the beta dlls at http://filebase.bots-united.com
noticed a bug with some of the learning stuff
also an attempt to solve the braindead bug (that skitchy already tried )
i just looked over their for the files and it shows the last updates in 2004 is this still the old dlls or is the date thing wrong? Or is it for RCBot 2? Wouldn't that be in the rcbot 2 fourm tho?
RCBot 2 is for half-life 2
The date added thing is when the file was first added, for some reason the filebase doesn't say when the file was last updated. You gotta download the file and check yourself... but the link to the latest RCBot beta for HL1 is http://filebase.bots-united.com/index.php?action=file&id=205
And.. after 6ish hours, they still went braindead.. but I was an idiot and didn't check to see if the memory leak was fixed.
I still haven't found the braindead/memory leak bug yet. Perhaps its only very slowly over time it happens, i.e I'd need to debug for hours! That's the problem because I designed the bots really for ppl to play on a LAN and that's what I test. As soon as you want to get into an internet server, that wants to run for days without interruption, thats where the problems begin!
just another note that I have updated the win32 beta dlls download again, new stuff
- ONOs dont stomp all the time (hopefully)
- Crash bug fix in botcam code
- Bot vision repaired! new structure for holding bot visibles uses less cpu and lets them see better
My super sexiful bot just went 65/15 on co_poseidon...
They're definately more sadistic now
I've noticed like another 6 memory leaks, a few bastard leaks that might cause 1 gig usage actually now ! (more fixed since I gave skitchy a dll to test )
I've updated the dll download for you to test
edit:
and yet another bug fix:
gorges only built offense chambers in ns 3.0, can now build defs/hopefully movementss and sensories too now
;( RCBot crashes alot now. In Sven Co-op, only addons are RCBot, and adding a bot sometimes crashes.
In NS, I added a bunch of bots at once and it crashed.
Never had this problem before with RCBot, is this the "memory leak"
Yeah, I'm having the same problem on both my NS and HL servers. They're both crashing. I haven't had time to check for updates with Amx Mod X(NS) or Admin Mod(HL), but I'm wondering if this is a common problem or is it just us two?
Darth
is your problem something like this: http://rcbot.bots-united.com/forums/index.php?showtopic=699&st=0
im glad a lot of others are having the same problem :/
My server doesn't crash, the only problem that I need to restart it for is the braindeadedness. Check your metamod versions and such...
Memory leaks are when variables are instanced or created, and they're never deconstructed or released, so what happens is more and more memory is slowly used and can cause problems later down the line. After 24-30 hours my servers using 1.1-1.3 gig of ram...
To put it in physical terms, Theres a sink. And the faucet has a teeny tiny drip. It doesn't seem like much, but given time that teeny tiny drip will overflow a sink, and flood a house.
If it crashes, get the latest beta and metamod to work with it. Again try deleting .rcr .brn files (also bot_playerids.ini because thats tied in with the .rcr files). There are no consistency checks on these files yet so any problems will most likely crash the bot.
I checked versions of everything and nothing is out of date.
Removing the files you told me seemed to allow more bots to be added before crashing.
Slowly adding the bots sometimes helps as well.
Does anyone have the dll versions from a few days ago so I can still use RCBot in the meantime?
try downloading again, I've updated it
I noticed a crash due to the extra memory deallocation code, it seems like some things weren't instantiated properly meaning it was crashing when changing maps. I've tested this with TS,RC2 so far. NS should be ok since it worked before, same with Svencoop, what mods are you running it with (+maps)?
every1 should download (even you skitch )
d/l new beta and still crashing
I was just running it on Sven and NS.
Crashes when adding bots. Havent noticed it crashing anywhere else since I cant get past adding a few bots in the first place.
Just playing regular ns_ or HL1 campaign maps for Sven. Everything worked with no crash bugs until I downloaded the new beta a few days ago.
Fixed the bug. I can be really silly sometimes, stupid MSVCs fault though for not giving me any warnings!!!
I've re-uploaded the beta dlls for win32 metamod + non-metamod
hopefully they will work now, it was a silly mistake in the code that messed up some data structures, returning the wrong size of the structure causing problems with the visibles because thast uses a list of entities, and if there are invalid entities the game will crash.
note: this is a problem in the current source code AND also rcbot 2 source code (uses the same structures)
in class dataUnconstArray, there is
inline Size (void)
{
array.size();
}
it should be
inline int Size (void)
{
return array.size();
}
(duh) why did i do that?
I've uploaded the new source for rcbot1
I'll do the same for rcbot 2 soon although I've got to do a few things to it first
Woohoo!!!! It's working!!!!
Thanks Cheeseh.
note the the latest version has :
mines support for marines
leap/charge support for aliens (attacking only)
commands:
rcbot debug_bot facing
--debugs the bot you are looking at
rcbot util projectile_rep
-- toggles 'ye old projectile repel on/off same as old rcbot command for RC1
rcbot util teleport_ent
-- teleports facing entity to your set location
rcbot util buildcomm
-- hehe (useful if the marine bots are crap and lose their CC at the start)
notice there is a bug which stops megaHAL from pre-training the common_hal.trn files which I have fixed but haven't uploaded yet, I'll add some more stuff first
I just tested this build last night on a MvM map and I was plesently suprized to see the bots randomly planting mines and at least "priming" hand grenades. Yes, I mowed down a few rcbot's holding hand grenades! I didn't see them through any though. They appeared very skittish about attacking the enemies but did so when in plain site. Also, they didn't readdly move out and put any pressure on their enemies. It looked like both teams wanted to camp in base for a while before they felt bold enough to venture out.
I'm hoping maybe skichy can help me tweek them up a bit so they can be more aggressive.
Wacha need? I'll throw whatever info I can your way
is there a way to make the bots use the phase gate? , even if not by themselves.
They don't use phasegates but they can use hard-wired teleporters like in co_daimos and such..
QUOTE (LordSkitch @ Jun 4 2005, 05:48 AM) |
Wacha need? I'll throw whatever info I can your way |
One of the next improvements is to think about how I could get bots to use phase gates. This requires an intelligent searching to find the destination through the best phasegate(s), which may take a lot longer than normal waypoint searching.
btw improvements in the curent beta are:
leaping
mines
more chance of going onos
more commands
If you want to try the grenades maybe try changing the "babbler gun" (lol memories) in the bot_weapons.ini to something like
# weapon id 28 (marine grenade)
[weapon_id=28]
primaryfire=1
primary_min_range=100
primary_max_range=600
is_melee=0
priority=1
[/weapon]
For Sandy and everyone else..
Review time! Here's the low-down of the botses skills, and examples of what they do.
aim_skill= their erraticness while aiming (% they'll hit)
It's % / 100, so 100% = 1.0 50% = 0.5, 25% = 0.25
aim_time= seconds between reaquisition
0.0 = every frame, 0.1 = 10 times a sec, 1 = 1 time a sec
aim_speed= max degrees to turn / 10
18 = 180? 10 = 100? 4 = 40?
So, my best bot..
CODE |
aim_skill=1.0 aim_time=0.0 aim_speed=18.0 |
CODE |
aim_skill=.75 aim_time=0.25 aim_speed=6 |
CODE |
aim_skill=0.5 aim_time=0.5 aim_speed=4 |
again its not how much they can see, they can see everything visible, the revs thing is just how many things it checks (in the list of everything) that may be visible every bot think time. Basically this is to spread the computation over a few frames instead of all at once in a whole frame degrading performance by increasing computation every frame.
Well.. um.. its uh.. they can see it all.. sure, but, its what... of all the visibles it.. umm
It's the same effect, even if they can see it all, its extraneous data until they check it, so its effectively what they see!
::tries as hard as he can not to look like an idiot::
effectively its how much they see instantaneuosly per frame, so its kinda like a reaction time as well.
Heyyo,
Cheesh, I've been meaning to ask this but I keep forgetting.
Is there any extra cvar's we can put into the bot_weapons.ini to make them realise the weapon's lobbed? cause bots don't seem to know how to use the rpg's attached to the mp5's on svencoop, I'm gonna guess it's coded in eh? np if not cause it is funny to watch the bots attempt to pwn with rpg's and just nuke eachother, lol.. dude, I draw too much pleasure from svencoop now, hahahaha!
not yet, mard.
maybe sometime in the future. Or ill get bots to learn it!
news to skitchy:
I've came up with a way to save all the stuff learned between maps & server restarts. Saves all the stuff to many files though in the bot profiles folder. Each of them won't be more than 1KB though so not much space needed!
I've also noticed that there are some more memory leaks to discover they happen throughout the duration of the game, I don't know what will cause it yet, I'll have a look, if I can't find anything its going to be a "comment everything less and less until there is a memory leak" and see what I commented back in the code to check whether something there could be leaking some memory space.
in other NS related news
I've noticed the gorges were pretty crap, that because I just recently noticed that the code for determining whether hives were already built or not and func_resources have resource towers on them didn't work anymore. So I'll be fixing that soon too, hopefully the gorges will be back to their ol selves again.
update
i've improved the saving/loading of learned data and think i removed a big memory leak
Note: About the so called braindead bug. This happens because for some reason max_path_revs somehow becomes 0 after a few hours of play. To solve it, if it happens again just set it to something usefull like 150. I might introduce a monitoring code to set it to something like that if it becomes 0.
It was worth stayin up till 7am to figure that one out
Just another note i've uploaded another dll (the latest) onto the filebase
What was changed in this one?
the stuff thats in the version i gave to you except:
- fixed marines looking at ground to drop mines
- hopefully better blinking
- hopefully webbing more often
- bug fix where gorges didn't know if they could/couldnt build new structures for new trait upgrades (why they didn't build movements/sensories/defs when they could)
- few more tweaks maybe (i think thats all)
actually inspection of your server skithy I think you should put this version on! I noticed gorges got 3 hives up but only ever dropped movement chambers
QUOTE (Cheeseh @ Jun 6 2005, 04:10 PM) |
update i've improved the saving/loading of learned data and think i removed a big memory leak |
ive mentioned it on the thread somewheer and told skitchy, maybe he'll answer in some non-geek sense. ...
Hey I'm a geek too
They think in terms of this big grid, they're in the center, and each cell has a value in it, and during certain situations, they run/walk/crouch/whatever to one of these locations, and based on the outcome, they learn if it did good or bad. If it did good they'll tweak it till its great, or if it was bad they'll learn from their mistakes and try to not do whatever they did in the situation again.
They also learn how to fly as lerk, and they're learning how to blink as fade, and they're sposda web, but I've yet to see them do it, or atleast do it successfully.
I'm having a problem where the bots don't build the IP at the begining of a game. The IP is there, but they just don't get it.
This is a problem when nobody's on the server when the game starts. When somebody does join, they can't join the marines and spawn in.
Team balance has marines getting the extra man, so if the bot's get stuck, the map can stay up for hours until I see the problem.
Can anything be done about this?
Hello,
I like playing with RCbots, but sometimes their behaviour annoy me! For example when i give bots waypoint to place where aliens have RT they are becoming crazy. They go and try to destroy RT with knife. Until they destroy RT they dont listen my orders. Mainly they are dying because they are ignoring aliens. Plz do something with this.
Sorx for my english, but im from Poland
make sure you are using the latest (just check the latest dll available again) Usually the prefer the closest enemy if the resource tower is closer than the alien they migth attack the resource tower more often... unfortunately.
Alright, there seems to be a problem with the mines as we had thought, but theres a quasi-fix...
If the bot drops a mine in combat, they won't pull out a weapon, UNLESS they see something that needs welding. In which case, they'll whip out their welder, and weld it, then they'll go back to using a weapon. Soooo... there's somethin wonko, hopefully that helps you track down their wonkification.
Wonkification - Only Skitchy could create such a descriptive word like that - nice one mate!
Well I'm gonna go back to Windows now I've got a bit more time on my hands (the dreaded financial adjustment at work occurred) Gonna be self employed for a while me-thinks.
I've Missed you guys!
Any linux build yet? Please
My linux system aint up at the moment, its lying in a room where I recently spilled paint remover all over the place and its all toxicated lol seriously.
That's all linux is good for anyways.. bein toxicated with paint thinner
I've given up waiting / asking
<-- linux.
Good greif I have used Linux since it was like version 1 and never had a problem with it except for the usual. No drivers for weird hardware sort of thing. I use it now for some things and we use it at work for all kinds of things. I even use FreeBSD and it's not bad at all. If I get the time I might grab the current source and see if I can complie it but I have lots of things to do
i dont know if this is already in rcbot, but how about a type of waypoints that they can follow to go to certain places, like one that leads to the rines base and ceperate for the hives
I haven't spent a TON of time, just the last few days, but would it be possible to have a config options like such:
CODE |
rcbot config bot_fill_server_to "#" |
have you tried setting values to min_bot as well as max_bot?
If I set min_bots to 1 or higher, it would add 1 bot and stop . . . .
What I'm basically asking, I think, is for real_mode to be working
hehe
did you set max_bots ?
it wont add any more bots more than max bots
He ain't got a problem with it putting the bots in, I think he wants it like..
if 0 people are on the server, 5v5 bots
if 1 person is on the server, 4v5 bots, and 1 human
if 6 people are on the server, 2v2 bots, and 6 humans
I updated the dlls to hopefully fix the mines+not shooting problem in NS.
Cant you use Knoppix or some Linux emulator and gcc?
You would actually have to go through the trouble and install knoppix linux to get any real use out of it.
I suppose so.
QUOTE (Cheeseh @ Jul 30 2005, 11:30 AM) |
did you set max_bots ? it wont add any more bots more than max bots |
CODE |
RCBOT>] Reading Bot Folder RCBOT>] Found Bot Folder file : ns\addons\rcbot RCBOT>] Added: name="", pass=*, accesslev=63, steamid=STEAM_0:1:3****** RCBOT>] Added: name="", pass=*, accesslev=63, steamid=STEAM_0:1:1****** RCBOT>] Added: name="", pass=*, accesslev=63, steamid=STEAM_0:0:3***** RCBOT>] 3 users added to list of RCBot users |
CODE |
rcbot users showusers [RCBOT>] Accessing debug commands : detected dedicated server [RCBOT>] name="", pass="*", accesslevel=63, steamID="STEAM_0:0:378060" |
CODE |
rcbot users adduser [tSC]AcidBurn76 32 [RCBOT>] Accessing debug commands : detected dedicated server [RCBOT>] Gave [tSC]AcidBurn76 access level of 32 [RCBOT>] [tSC]AcidBurn76 Message : You have been authenticated |
CODE |
rcbot users showusers [RCBOT>] Accessing debug commands : detected dedicated server [RCBOT>] name="[tSC]AcidBurn76", pass="***", accesslevel=32, steamID="STEAM_0:1:3******" [RCBOT>] name="", pass="*", accesslevel=63, steamID="STEAM_0:0:3*****" |
Here's a stupid question that I can't seem to find the answer for. Is there a console command to remove bots? (Like rcbot addbot 2)
Yes, well sort of. You can open a menu on listenservers, there you can kick one bot at a time or kick all bots at once or add bots on the fly. You just type the console command:
CODE |
rcbot bot_menu |
Yeah, that's how I do it normally. I looked at the code for that menu, but didn't see how it could be useful for my purposes. For example, in the server.cfg you can put "rcbot addbot 2" to force a bot on to the alien team. However everytime the map changes (mapchangefile = server.cfg) you get another bot. If you could have something like
rcbot removebot
rcbot addbot 2
You'd get a new bot on the alien team every map change (not an addional bot).
As far as I know, rcbot does not have a kickbot console command although sometimes I had wished that there was a "kick all" command.
Are you using the server.cfg to add bots on map change? That's a bad idea. Here is another thought. Instead of using the server.cfg, use the rcbot/map_configs/<mod of choise>/<mapname>.cfg's to place bots on map change. It's much more reliable this way. Or if you have amx or amxx, you could use the amx/config/maps/<mapname>.cfg's method.
I just recently added the removebot feature which will be in next public beta, unfortunately I don't know whats causing more bots to be added when there is a specific config becuase I have code in there to prevent that. (Most probably the min_bots setting doing no good)
I'm having a hard time controlling the number of bots on my server too. I have max_bots -1 and min_bots -1. As mentioned though, bots get added for some reason.
I'll try putting "rcbot addbot 2" in the rcbot\map_configs\... for every map in the normal rotation, but I have 288 maps available to the server and making a config file for each one would take too much time.
Ideally Cheeseh, I'd like to have it so there's one default alien bot on the server until a fourth remote player joins, at which point the bot would leave. I also would like players to have the ability to add and remove as many bots to the game as they like.
In the past I've kind of accomplished the first part by having max_bots 2 and min_bots 1 (I run an HLTV server which counts as one player).
The problem here is that if someone comes on the server and wants to have a game with 5 bots, they can't because of the max_bots.
I really hope you'll be able to sort this out for the next release Cheeseh. You've got a great product here.
Oh my word darth! You meen to tell me that you have 288 ns and co maps in your servers maps rotation? And that you have waypoints for every single one of those maps?
Heh,heh,heh.... No, I have a total of 288 maps available on the server. So with rcon or possibly amx_mapvote any one of those could be picked, but there's 32 in the mapcycle.
I made waypoints for co_blackmesa, ns_siege007_v2, ns_orbital, and a few others. Don't know if I should post them or not.
QUOTE (DarthSailor @ Aug 24 2005, 01:52 AM) |
I made waypoints for co_blackmesa, ns_siege007_v2, ns_orbital, and a few others. Don't know if I should post them or not. |
I couldn't find them in the forums, and I like doing it anyway, so not a problem. I would like to see your ns_orbital though. I had a hard time with the Observation hive, so I'd like to see how you handled it.
Last I heard Cheeseh was having some trouble with the upload permissions or something on this page http://rcbot.bots-united.com/waypoints.php?sort=date. Would it be possible to have some sort of ordered list like this in the forums? Maybe it already exists and I just missed it?
QUOTE |
I couldn't find them in the forums |
QUOTE |
Last I heard Cheeseh was having some trouble with the upload permissions or something on this page |
When I am running rcbot on ns 3.0.5. For some odd reason when I start attacking the bots, everything starts to lag.
Any idea why? It recently started happening, after Steam updated.
edit: After playing around, the same lag problem happens with Whichbot. I think this problem originated from the newest release of the Windows Dedicated Server.
Is everybody experiencing the lag or just you?
Not sure about that. I tried it out on a couple of other servers using bots. One out of the 3 servers I tried did the same thing. (Probably because the other two didn't update.)
Since Valve doesn't force updates on servers. x.x
QUOTE (DarthSailor @ Aug 24 2005, 01:54 PM) |
I would like to see your ns_orbital though. I had a hard time with the Observation hive, so I'd like to see how you handled it. |
Thanks Sandman[SA]. I'm going to try it out now.
Don't know what's going on with you Shadowed. I haven't heard of other people having that problem.
Has anyone heard any scuttlebutt as to when 3.1 will be released?
Not a peep yet. NS site has been down for several weeks now.
QUOTE (Shadowed @ Aug 26 2005, 12:35 AM) |
Not sure about that. I tried it out on a couple of other servers using bots. One out of the 3 servers I tried did the same thing. (Probably because the other two didn't update.) Since Valve doesn't force updates on servers. x.x |
hey all, ive uploaded the latest dlls i built,. i think from yesterday, although I done a rebuild all today so it is clean.
there are some important commands
rcbot config u_hive
rcbot config u_restower
rcbot config u_healing
rcbot config u_structure
rcbot config u_refill (build up structure health after building)
these change the gorges likliness to do the above tasks, which is to add a bit more rationalilty to decision making.
When final version of 1.4 will be released?
Still no linux build?
QUOTE (KCE @ Oct 12 2005, 01:42 AM) |
Still no linux build? |
new beta version uploaded to the usual place at filebase
http://filebase.bots-united.com/index.php?action=file&id=205
RCBot BETA (win32 DLL files only) *LATEST DLLS*
if you haven't got rcbot files to run rcbot properly you'll need :
http://filebase.bots-united.com/index.php?action=file&id=210
RCBot BETA (Files only - no DLLs)
might want some The Specialists waypoints to go with it (extract into rcbot/waypoints)
http://filebase.bots-united.com/index.php?action=file&id=339
RCBot Waypoints for The Specialists
QUOTE |
added: bots now use weapons in The Specialists added: bots learn best weapons in The Specialists added: Specialists command "rcbot config disable_weapon_learning" (bots choose random weapons instead) added: Specialists command "rcbot config ts_kungfu" (bots kungfu only - i.e. dont 'buy' weapons.. but steal weapons ) added: NS command "rcbot config wait_at_res" - marines wait at resource fountains when commander is active |
heyyo.. just another update before I sleep!
QUOTE |
fixed: changed bots weapon-dropping & reloading behaviour in TS fixed: changed bots breakable shooting behaviour in TS fixed: changed auto-waypoint behaviour to include stunt waypoints fixed: rcbot debug message command crashing server fixed: shows messages to human clients with debug message on added: stunt waypoint for TS added: support for tm_ maps (hacking/defusing) added: command "rcbot config disable_bot_squads" to stop bots forming squads themselves |
(Flayra)
Hello NSPlayers! We've finished testing on NS v3.1 and will release it tomorrow, Friday, November 11th at 9pm GMT (4pm EST/1pm PST)! It is a 24 megabyte update to NS v3.0 and will also be available as a patch and as a full installation.
so new RCBOT version will be soon?
does it require a new release? I don't know, if it's a server only upgrade, most probably the current bot will work with it. If it's a client update also, there may be changes that cause the bots to f*** up such like what happened last release when the bots didn't follow orders and aliens didn't shoot. There is no guarentee there will be any changes to NS that requires a change to the bots code. I've not been told anything about the changes, so I don't know. I've just got to wait like the rest of you.
note: I've also noticed bugs with my latest beta bot for The Specialists such as not using Objectives/ because I had them coded in debug mode, not release mode (doh!) So I'll be adding some more stuff first before releasing the next beta anyway.
http://www.nsarmslab.com/files/ns_install_v31.exe
http://www.nsarmslab.com/files/ns_patch_v31.exe
http://download.jarhedz.com/ns_beta/direct/3.1/ns_dedicated_server_v31.zip
shhhh, we're not sposda know about em yet
Loool! Bots dont shoot in NS 3.1!Plz do something with this bug.
i just got done playing with the bots about 10 mins ago.
im still scratching my head about the 3.1 new version with the current rcbots.
all they do is walk around but whit the gorges, they still build, but none attacks.
NS 3.1 messes up the CurWeapon message so they don't get the correct information as to what weapon they are currently holding so they are confused and most of the time dont shoot... They dont shoot because they think their current weapon is not their desired weapon (when actually it is) and keep trying to change it instead of shooting
I guess whichbot suffers from the same problem, only it will attack if there are no contraints on its current weapon is its desired weapon.
As thats the case, I'm tryin out just removing all the other weapons that they could have a chance to choose from so they only use one weap, and see if they'll stop freaking out, just as a temp fix
what do you mean with wb has the same problem on 3.1?
I use wb on my 3.1 server and believe me: they attack with every weapon!!!
it's kind of weird cause since 3.1 came out in the morning i see a lot of wb servers
Didn't fix it. Damn.
QUOTE (John2be @ Nov 12 2005, 08:50 PM) |
what do you mean with wb has the same problem on 3.1? I use wb on my 3.1 server and believe me: they attack with every weapon!!! it's kind of weird cause since 3.1 came out in the morning i see a lot of wb servers |
QUOTE |
only it will attack if there are no contraints on its current weapon is its desired weapon |
hi i installed correclty the bots added the waypoints (they follow them) but they dont fire or bite whats going on ty
http://rcbot.bots-united.com/forums/index.php?showtopic=796
*updated* see 1st post
Oh, good.
Listen, cheeseh. I'm having a problem getting rcbot to join teamtwo on MvM maps in ns 3.1. Got any ideas why? I'm using that mvm allinone plugin version 1.7.1 for amxx 1.60 and human players are able to join either team just fine, just not the bots.
Hi cheeseh,
since i have a linux server and you only compiled/distribute the lastest beta dlls (win) here is my question: is the lastest rcbot source updated and available for download? i want to try to compile it on linux. if you want too you can use my linux box for testing, compiling the linux rcbot branch or installing software what you need about it.
i have a recently installed debian sarge kernel 2.6.8-2-k7 on an amd k7 700mhz / 512mb ram. gcc versión 3.3.5
QUOTE |
fixed: bots using teams in HLDM |
i forgot a was checking http://filebase.bots-united.com/index.php?action=file&id=204 for download the source code. That is the newest source code? thanks again.
no its not the latest, ill update..
...
should be updated now!
(use the same link you posted)
Hey cheeseh. I'm having some problem with rcbot on my dedicated server. I had rcbot installed at the default location C:\HLServer\rcbot and it was working fine upto NS 3.0 but since upgrading to NS 3.1 and upgrading rcbot, it's not working anymore. Keep getting profiles not found error and can not add bots.
I created a "rcbot_folder.ini" and placed it in the hlserver folder. Added ns/rcbot to it and still same problem. Tried moving rcbot to the ns/addons folder and placed the rcbot_folder.ini in the addons directory and entered ns/addons/rcbot and still no profiles could be found. I have rcbot_mm.dll 1.441_B and the profiles are intacted and in the correct location. What am I doing wrong?
Got it fixed. I had accidently deleted my bot_profiles.ini. Thanks Skitchy for helping me figure that out. It was driving me nuts.
I saw on a server commands for anybody to add and remove rcbots. Something like say /rcbotadd and remove. I know Cheeseh was going to add this, but has it been done and where can I see the latest updated and commands?
new beta update (at the usual place) details on the very first post on this thread,
I havent added that remove bot feature with "Say" but I have added it in the console if you have access, it is particularyl for dedicated servers
rcbot removebot 1 --- removes a random bot from team 1
rcbot removebot 2 --- removes a random bot from team 2
rcbot util explo # seems to crash my server at the drop of a hat
QUOTE (LordSkitch @ Feb 10 2006, 01:38 PM) |
rcbot util explo # seems to crash my server at the drop of a hat |
You can do it when people are playin, I dun care lol
updated it again
just another check for the mine problem
and fixed hanging in the specialist when a grenade is thrown, (crappy HL engine function causing the problem, had to make my own)
The ns version 3.1.3 patch has just relased is there any avaible rcbot version on that version of ns... or do this 1.4 rcbot work whit that?
ns 313 = server side i.e. no changes to bots needed
Allright thanks...
Need Linux version sooooooooo bad. Hows the Linux machine comin Cheeseh?
Z
{ deleted }
Hi Cheeseh and everyone,
I just wanted to make sure that I downloaded the right files. I downloaded both "RCBot BETA (win32 DLL files only) *LATEST DLLS*" and "RCBot BETA (Files only - no DLLs)" from http://filebase.bots-united.com/index.php?action=category&id=19. Both have a date added from 2004. Just making sure I downloaded the right ones.
About the bots for NS. They seem to kill you very fast, which is very good. Some will follow, other's will stay at base. But some of them just run against the walls, and in a circle patterns. I must say, this is one of the best and maybe only bots for Natural Selection. When saying that, having bots for both teams. My brother loves playing, but I just wish the bots were better. It's been almost a year since I last installed RCBots and play NS. I'm downloading the latest patch for NS. I'm hoping it will let my brother and I play together. Seems we're not able to play offline on a LAN. It's good to see Cheeseh is working hard. I hope the bots can get better. Last, I'm also hoping that I installed everything right. My just using the DLL from RCBot, not Metamod.
I think you will be using the latest version... (they were added sometime 2004 but modified a few days ago!) but you probably dont have the latest waypoints, the waypoints in the filebase.bots-united.com from the rcbot files link are outdated.
get the latest NS 3.1 waypoints from skitchys post here
http://rcbot.bots-united.com/forums/index.php?showtopic=807
Why are you ignoring the offer to use someones Linux Box?
I am waiting for the Linux compile for months now..
The real server are all running on linux..
--Ano
The source is available, if any programmer wants to build on linux they can. I don't have access to a linux machine at home, I do at university but I never tried it, and it will probably only work on the machine, i think it uses sun solaris. You need to build for your own machine but there still exists some errors building in linux which seems to be the problem, and I've not got the time right now to look through them all.
Thanks for the reply Cheeseh. I'm downloading the waypoints and will try them out.
Gotta test the new vers. today...hopefully it will correct the problem in some co_maps that some of the aliens/rines just stay in base and look around. Pretty frustrating in co_outpost that the rines in one point of the waypoints get the idea: "HEY let's go back!" and the aliens then a**r**e them BTW we waypoint all our maps even they are downloadable from that waypoints -thread. Somehow lots of waypoints for many maps are done "too quickly" so they are not complex enough. We have taken the advise "waypoint everywhere" literally And that means 3-6h of work for every map when 2 persons are waypointing and nowadays we onos-test everything.
And this gives me an bridge to a question. Could there be different waypoints for onoses? In some maps onos-waypoints would be a great help And some maps have those little ponds near the hive. Could there be an swim waypoint which to place on the ledges of ponds. Bots are in water and they see that "swim to there and jump and crouch" waypoint to get decently out of water and no HC waypointing for the bottom and the surface of the pond is no longer needed. In many maps aliens get stuck in water and that means some skulk-pie...
Ok. I tryed to fix every error i got on compiling it using gcc (atm i use msys for that)
I had to use the only available sourcecode version http://filebase.bots-united.com/index.php?action=file&id=204
So i have several question to your code:
file dlls/basemonster.h
lines 57-64
CODE |
typedef Schedule_t; struct WayPoint_t { Vector vecLocation; int iType; }; typedef Task_t; typedef CPathMonsterGoal; |
CODE |
void RemoveByPointer ( T *obj ) { if ( array.size() == 0 ) return; array.erase(obj); } |
use this for removeByPointer
CODE |
void RemoveByPointer ( T *obj ) { if ( array.size() == 0 ) return; vector<T>::iterator it; for ( it = array.begin(); it != array.end(); ++ it ) { if ( it == obj ) { array.erase(it); return; } } } |
Ok i can compile it know.
This are the changes i've made:
file:lines OLD => NEW
CODE |
basemonster.h:57-64 typedef => typedef void* log_meta.h:40 #include <enginecallback.h> => #include "enginecallback.h" sdk_util.h:50 #include <util.h> => #include "util.h" generic_class.h:962,979 vector<T>::iterator it; => typename vector<T>::iterator it; bot_weapons.h:852,864 inline (...) => inline void (....) bot_client.h:652 CBotStateNetMessage(); => CBotStatedNetMessage(); generic_class.h:983 if ( it == obj ) => if ( &*it == obj ) megahal.cpp:81 ADD THESE LINES: #define min(x,y) (((x) <= (y)) ? (x) : (y)) #define max(x,y) (((x) >= (y)) ? (x) : (y)) |
i would just replace the unknown typedefs to void*
about the CBotStateNetMessage thing ,wheres that? (what line is it saying and any more details it gives)
It is bot_client.h , line 652
This is the original code , unchanged
CODE |
class CBotStatedNetMessage : public CBotNetMessage { public: CBotStateNetMessage(); // line 652 void init (int index) { iState = 0; m_pEdict = NULL; if ( index ) { m_pEdict = INDEXENT(index); } msg_init(); } virtual void writeChar ( char c ) { write_char(c); iState++; }; virtual void writeByte ( int b ) { write_byte(b); iState++; }; |
all you have to do there is rename CBotStateMessage() constructor function to CBotStatedMessage() (Note the extra d) thats a typo on my part... although the class is never used, it was a prototype
Yes, thats what i ve done. I was just wondering, why such an error does not influence the whole bot
But if its never used, ok , hehe
well, lets wait for the answeres if this thing works..
cant wait for it O_o
--Ano
i'd like to see if its working I can upload it somewhere for anyone who cant compile it on linux
Hi Cheeseh. Would it be possible to make the bots, take the role of a commander? I don't want to add more that you need to do. The new waypoints are working pretty well. If you ever need me to help test RCBot, I will. I'm not very smart. But I kind of understand about installing bot programs.
Heyyo,
Sadly, bots will never be able to command well until they add bot commanding support in NS... from what we've been told? never gonna happen. They don't care about us who love bots... we're neglected like Valve is neglecting us for HL2 bots.
QUOTE (MarD @ Jun 17 2006, 04:40 AM) |
Heyyo, Sadly, bots will never be able to command well until they add bot commanding support in NS... from what we've been told? never gonna happen. They don't care about us who love bots... we're neglected like Valve is neglecting us for HL2 bots. |
yeah.. I need something from the NS developers to incorporate some API into the NS mod to create upgrades/buildings etc through a command chair so that the proper resources etc are used.
Whenenevr it can be done. ... I've been thinking of making a whole new bot to do commander, as a metamod plugin and have both running, so I can keep my code tidy.
i just tested my rcbot-linux built, and it works !!!!
--Ano
QUOTE (Cheeseh @ Jun 19 2006, 03:32 AM) |
yeah.. I need something from the NS developers to incorporate some API into the NS mod to create upgrades/buildings etc through a command chair so that the proper resources etc are used. Whenenevr it can be done. ... I've been thinking of making a whole new bot to do commander, as a metamod plugin and have both running, so I can keep my code tidy. |
Mine still dose not work i am not sure where to path it sicne its a pathing problem it keeps saying badf load.
heres whats in my META plugin.ini for rbot:
CODE |
linux instances/ns/ns/rcbot/dlls/rcbot_mm_i486.so |
CODE |
ftp://<IP REMOVED>/instances/ns/ns/ |
CODE |
ftp://<IP REMOVED>/instances/ns/ns/rcbot |
CODE |
[META] ini: Begin re-reading plugins list: /usr/local/i365/instances/admin/ns/ns/addons/metamod/plugins.ini [META] ini: Read plugin config for: AMX Mod X [META] WARNING: ini: Skipping plugin, couldn't stat file 'instances/ns/ns/rcbot/dlls/rcbot_mm_i486.so': No such file or directory [META] ini: Finished reading plugins list: /usr/local/i365/instances/admin/ns/ns/addons/metamod/plugins.ini; Found 1 plugins [META] dll: Updating plugins... [META] WARNING: dll: Failed query plugin '<rcbot_mm_i486.so>'; Couldn't open file 'instances/ns/ns/rcbot/dlls/rcbot_mm_i486.so': instances/ns/ns/rcbot/dlls/rcbot_mm_i486.so: cannot open shared object file: No such file or directory [META] WARNING: dll: Skipping plugin '<rcbot_mm_i486.so>'; couldn't query [META] dll: Finished updating 9 plugins; kept 1, loaded 0, unloaded 0, reloaded 0, delayed 0 |
what is in your metamod pliguns.ini file?
QUOTE (DeadEyeSavage @ Jul 14 2006, 07:10 AM) | ||
heres whats in my META plugin.ini for rbot:
|
New Linux Build is now available (and tested too):
Please pick up here: http://resonus.net/index.php/Natural_Selection
Direct link: http://resonus.net/images/rcbot_mm_i486.so
Here's what I did to get the build working:
CODE |
Added -I./ to include line for CPPFLAGS (14) Added return type of void to setAmmoArray in bot_weapons.h (852) Added return type of void to setReserve in bot_weapons.h (864) Fixed typo on line that declares a misspelt constructor of CBotStateNetMessage : bot_client.h (652) Updated basemonster.h setting the type for Schedule_t, Task_t and CPathMonsterGoal to void* (57, 63, 64) Fixed bot_naviagte.o to bot_navigate.o in linux makefile (16) Added public overloaded == operator to TSObjective that compares m_iId in bot.h bool operator ==(TSObjective& comp) { return m_iId == m_iId; } Changed RemoveByPointer call where final comparison is the dereferenced values so the == operator is called: generic_class.h line 983 if ( *it == *obj ) Replaced call to 'min' in megahal.cpp 1549 with <? operator usage Removed copy call in makefile to developer's own directory |
Hey all!
I'm trying to figure out something here.
I have WhichBot set up for the aliens. Any new marines that join... the aliens get balanced (up to 6).
The RCBots are getting added, but theres a bug.
What I'd like to have is 6 WhichBots on aliens and 6 RCBots on Marines.
So I added config force_team 1 to the config.ini.
Oddly, even with max_bots set to 6 and min_bots set to 0, only 4 bots always join by default. I have to add them manually to get to six. (This is the same behaviour as with max_bots set to -1 and min_bots set to -1).
However, with balance on, all the bots get to the right teams just like I planned .
I have also now just added specific cfg files for each of the different maps that I run that add 6 bots. This does do what I need.... just seems there may be a better way.
Oh, btw... also, you can't use rcbot addbot in the server.cfg file... it'll crash the server.
SHAMELESS PLUG
You are now welcome to try out my Linux based dedicated server with 6 Alien WhichBots and 6 Marine RCBots @ resonus.net (just enter that into your favorites).
Here's my config.ini
CODE |
config commanding 0 config wait_for_orders 0 config dont_shoot 0 config chatting 0 config real_mode 0 config max_bots 6 config min_bots 0 config gorge_amount 0 config update_ladder_time 0.0 config max_path_revs 100 config max_update_vision_revs 150 config update_vision_time 0.07 config reserve_bot_slots 0 config chat_percent 15 config chat_reply_percent 20 config chat_dont_learn 0 config balance_teams 1 config marine_auto_build 1 config chat_reply_to_bots 0 config allow_botcam 0 config force_team 1 |
sweet it works now! that helped everything this new update!
But the bots won't join...
Here is my bot_config:
CODE |
config commanding 0 config wait_for_orders 1 config dont_shoot 0 config chatting 0 config real_mode 1 config max_bots 4 config min_bots 0 config gorge_amount 0.4 config update_ladder_time 0.0 # max path revs, the lower the setting # the better CPU performance in the # path finding algorithm, but it takes # longer to find paths. config max_path_revs 100 # update vision revs, time to update what # the bot can see, as it is quite cpu # intensive you can change these values # depending on cpu speed. config max_update_vision_revs 150 config update_vision_time 0.07 # dont reserve bot slots config reserve_bot_slots 0 # bots old chat chance config chat_percent 15 # bots reply chat chance using megahal config chat_reply_percent 20 # keep bots learning their chatting skills config chat_dont_learn 0 # bots try to balance teams config balance_teams 1 # dont build ip at NS start config marine_auto_build 0 |
CODE |
[RCBOT>] Accessing debug commands : detected dedicated server [RCBOT>] Adding Bot... [RCBOT>] Error: No Bot Profiles have been found that are free... [RCBOT>] The bot command addbot returned an error! |
CODE |
ns/rcbot |
Try minbots 1
if you have like 10 player server it means then that you can have all 4 bots when there are 6 humans and max humans is 9 (minbots 1). It kicks/joins bots to suit the min/maxbots values.
Make also mapconfigs:
rcbot addbot 1
rcbot addbot 2
rcbot addbot 1
rcbot addbot 2
the force_team command is for The Specialists only. I thought about using it for all MODS but didn't have the time then because I though TS had different team selection methods.
QUOTE (IHQ-Reima[DWMH) |
,Jul 18 2006, 12:11 PM] Try minbots 1 if you have like 10 player server it means then that you can have all 4 bots when there are 6 humans and max humans is 9 (minbots 1). It kicks/joins bots to suit the min/maxbots values. Make also mapconfigs: rcbot addbot 1 rcbot addbot 2 rcbot addbot 1 rcbot addbot 2 |
QUOTE (DeadEyeSavage @ Jul 18 2006, 06:53 PM) | ||
Why would that have any affect since when i type rcbot addbot it says error no "PROFILES". I can't even add bots manually... Also i don't want any bots in the server when theres 4 people or more. I understand how the config works cause i got it working on my windows server. Just this linux server dose not want to work... thanks for trying tho. Anyone else? P.S. I did try minbots one no affect. |
Setting min_bots is no good. There are times that the bot doesn't get added to the right team. I want RCBots only on the marine side since I have WhichBot for the Alien side.
However, just having the add in the map config doesn't work either. When humans join the rcbots go away and don't come back.
I have to say that I'd also like to have the ability to allow humans to join any side they like and then just kick one of the bots on that side.
I'm thinking maybe a scripted AmxModX plugin would allow me to do things just as I like.
------------
Oh yeah, there's also a commander AI plugin for amxmodx that I'd like to know if anyone has tried.
That with the RCBot might actually give the WhichBots a run for thier money without having to have a human commander.
see: http://forums.alliedmods.net/showthread.php?p=231693
QUOTE (Cheeseh @ Jul 18 2006, 06:25 PM) |
Your problem must be that the bot program can't find the profiles, they should be in the half-life/rcbot/botprofiles folder. You should also have all the rcbot files in half-life/rcbot. If you can't put them in that folder you can enter the folder you installed the bot (With all the folders that came with it) in rcbot_folder.ini and put that in the mod folder. Also make sure you actually have the files i'm talking about.... You can get them here: http://filebase.bots-united.com/index.php?action=file&id=210 (Files only, no DLL files) |
QUOTE (MarD @ Jun 29 2006, 12:52 AM) | ||
Heyyo, If you'd do that Cheeseh I'd probably get back into NS. |
yeah now rcbot stoped running again even after i put it backbefore when it was running and now its gone again! ARG!!!!!
well i think i will jsut delet allt he damn rcbot shit and start over.
P.S. I AHTE LINUX I AM SO FUCKING PISSED OFF RIGHT NOW WITH IT!!!
That's most peoples views on Linux, unless they're running something like Knoppix and never have to go to the shell for any reason.
Try your hand at Gentoo, now there's a beast
I Love Linux
I have all my bots working just right now.
I've created an amxmodx plugin that monitors my bots and adds and kicks them as human players join up and drop off.
Feel free to try out my server: resonus.net (65.102.85.22)
You can set it up for yourself and get the plugin and compiled linux RCBot library from my website: http://resonus.net/index.php/Natural_Selection
Enjoy.
What distro do you run?
Latest dll update works great! silenced&cloaked skulk is a killer Love the way they whirl around me biting Still there is this thing that gorges dont heal the hive...atleast not that much they are supposed to... :/
Due to popular demand (ie constant bitching) on my server, I dug around the code and found the squad stuff.
in bot_const.h I added
CODE |
#define BOT_CONFIG_DISABLE_ALL_SQUADS (1<<25) |
CODE |
else if ( FStrEq("disable_all_squads",arg1) ) iConfig = BOT_CONFIG_DISABLE_ALL_SQUADS; |
CODE |
dataStack<CBotSquad*> tempStack = m_theSquads; CBotSquad *theSquad; if (!gBotGlobals.IsConfigSettingOn(BOT_CONFIG_DISABLE_ALL_SQUADS)) { CBot *pBot; |
CODE |
else { theSquad = NULL; return theSquad; } return theSquad; } |
I followed the directions on your website and got this:
QUOTE |
01:19:15 [META] WARNING: ini: Plugin '<rcbot_mm_i486.so>' has newer file, but unexpected status (badfile) 01:19:15 [META] ini: Read plugin config for: <rcbot_mm_i486.so> 01:19:15 [META] ini: Finished reading plugins list: /opt/HlServer1/hlds_l/ns/addons/metamod/plugins.ini; Found 4 plugins 01:19:15 [META] dll: Updating plugins... 01:19:15 [META] WARNING: dll: Skipping plugin '<rcbot_mm_i486.so>'; couldn't query 01:19:15 [META] dll: Finished updating 9 plugins; kept 3, loaded 0, unloaded 0, reloaded 0, delayed 0 01:19:15 Log file closed 01:19:15 Log file started (file "logs/L0909027.log") (game "ns") (version "47/1.1.2.0/Stdio/3421") 01:19:15 Loading map "co_mvm_hallway_b3" 01:19:16 [META] WARNING: dll: Failed query plugin '<rcbot_mm_i486.so>'; Couldn't open file '/opt/HlServer1/hlds_l/rcbot/dlls/rcbot_mm_i486.so': libstdc++.so.5: cannot open shared object file: No such file or directory 01:19:16 Server logging data to file logs/L0909027.log |
Gonna have to take guurk's compile (http://resonus.net/images/rcbot_mm_i486.so) and go from there.
Cheeseh hasn't compiled a linux binary, and the rest of us use windows cause linux sucks..
never knew you could understand my code skitch
btw this could cause mem leaks
theSquad = NULL;
return theSquad;
free theSquad if it isnt null I think theres a RemoveSquad( <bot squad type>) function.
I looked for memory leaks during gameplay and I haven't seen any yet, and I woulda figured out a better way to do it, but good lord there's just soooo muuuuch coooode! lol
What would you replace the "don't make a squad" part of the code with?
...i just realized, im using the old source code! upload your new stuff, so i can re-add the no squad thing, cause my bots aint upgrading, god knows what theyre sposda be doing!
of course!!
soooooooooooo, when ya gonna upload it? lol
already done it
it was probably freakin firefox caching the old one not letting me download the new one... opened it in IE and BAM! right there.
[edit!]
to make it easier, as even I just got confused updating the newer source, this is
CBotSquad *CBotSquads :: AddSquadMember ( edict_t *pLeader, edict_t *pMember )
CODE |
CBotSquad *CBotSquads :: AddSquadMember ( edict_t *pLeader, edict_t *pMember ) { dataStack<CBotSquad*> tempStack = m_theSquads; CBotSquad *theSquad; if (!gBotGlobals.IsConfigSettingOn(BOT_CONFIG_DISABLE_ALL_SQUADS)) { CBot *pBot;; char msg[120]; if ( !pLeader ) return NULL; if ( UTIL_GetTeam(pLeader) != UTIL_GetTeam(pMember) ) return NULL; CClient *pClient = gBotGlobals.m_Clients.GetClientByEdict(pLeader); if ( pClient ) { pClient->AddNewToolTip(BOT_TOOL_TIP_SQUAD_HELP); } sprintf(msg,"%s %s has joined your squad",BOT_DBG_MSG_TAG,STRING(pMember->v.netname)); ClientPrint(pLeader,HUD_PRINTTALK,msg); while ( !tempStack.IsEmpty() ) { theSquad = tempStack.ChooseFromStack(); if ( theSquad->IsLeader(pLeader) ) { theSquad->AddMember(pMember); tempStack.Init(); return theSquad; } else if ( theSquad->IsMember(pLeader) ) { theSquad->AddMember(pMember); tempStack.Init(); return theSquad; } } // no squad with leader, make one theSquad = new CBotSquad(pLeader,pMember); if ( theSquad != NULL ) { m_theSquads.Push(theSquad); if ( (pBot = UTIL_GetBotPointer(pLeader)) != NULL ) pBot->SetSquad(theSquad); } } else { return NULL; } return theSquad; } |
CODE |
impulse alien / marine impulse 7 follow me / follow me impulse 8 covering you / covering you impulse 9 chuckle / taunt impulse 10 need healing / need medpack impulse 11 dont know / need ammo (and some old school 'god dammit where the hell is that ammunition request!') impulse 12 dont know / in position impulse 13 nothing / enemy spotted (and something that sounds like judeo hieugasha! ...i dunno wtf that is.) impulse 14 need healing / follow me (and welding noise) |
CODE |
(for enemy spotted) case MOD_NS: if ( IsMarine() && EntityIsAlien(pEnemy) ) Impulse(SAYING_7); else if ( IsAlien() && EntityIsMarine(pEnemy) ) Impulse(SAYING_4); break; |
CODE |
(for taunt) case MOD_NS: if ( IsAlien() ) pev->impulse = SAYING_1; else if ( IsMarine() ) pev->impulse = SAYING_3; break; |
CODE |
(for enemy spotted) case MOD_NS: if ( IsMarine() && EntityIsAlien(pEnemy) ) Impulse(SAYING_7); else if ( IsAlien() && EntityIsMarine(pEnemy) ) Impulse(SAYING_4); break; |
CODE |
(for enemy spotted) case MOD_NS: if ( IsMarine() && EntityIsAlien(pEnemy) ) Impulse(SAYING_7); //else if ( IsAlien() && EntityIsMarine(pEnemy) ) // Impulse(SAYING_4); break; |
CODE |
m_fNextUseSayMessage = gpGlobals->time + RANDOM_FLOAT(4.0,8.0); // do something when an enemy is found switch ( gBotGlobals.m_iCurrentMod ) { case MOD_BUMPERCARS: // beep the horn! Impulse(109); break; case MOD_NS: if ( IsMarine() && EntityIsAlien(pEnemy) ) Impulse(SAYING_7); //else if ( IsAlien() && EntityIsMarine(pEnemy) ) // Impulse(SAYING_5); break; case MOD_TS: FakeClientCommand(m_pEdict,"usepowerup"); // more chance of using special if good skilled if ( (m_pCurrentWeapon) && (m_pCurrentWeapon->GetID() != 36) && (DistanceFrom(pEnemy->v.origin) > 200) && (RANDOM_LONG(0,100) < m_Profile.m_iSkill) ) { // this won't work anyway.. why was it put in;P pev->button |= IN_ALT1; } break; } |
CODE |
int botHasTalked = 0; // do something when an enemy is found switch ( gBotGlobals.m_iCurrentMod ) { case MOD_BUMPERCARS: // beep the horn! Impulse(109); botHasTalked = 1; break; case MOD_NS: if ( IsMarine() && EntityIsAlien(pEnemy) ) { Impulse(SAYING_7); botHasTalked = 1; } //else if ( IsAlien() && EntityIsMarine(pEnemy) ) // Impulse(SAYING_5); break; case MOD_TS: botHasTalked = 1; FakeClientCommand(m_pEdict,"usepowerup"); // more chance of using special if good skilled if ( (m_pCurrentWeapon) && (m_pCurrentWeapon->GetID() != 36) && (DistanceFrom(pEnemy->v.origin) > 200) && (RANDOM_LONG(0,100) < m_Profile.m_iSkill) ) { // this won't work anyway.. why was it put in;P pev->button |= IN_ALT1; } break; } if( botHasTalked ) m_fNextUseSayMessage = gpGlobals->time + RANDOM_FLOAT(4.0,8.0); |
ah thats alright actually.
what else are you going to do with the code then?
what else thats simple and cosmetic and just.. too aggrivatingly simple for you to worry about? ill throw my hat over the wall but i may not be able to do it.
No dice...I think I am missing a libset maybe.
LordSkitch, Windows users only say that when they either dont understand Linux or fear its capabilities over what they are used to.
Z
oh i dont fear linux at all, in fact i use gentoo, thats some hard assed bitch-making linux... but i think the uses for linux are where people get screwed over
linux is great for servers.. just shell.. no kde, no gnome.. just shell. a command line. gui's are secondary and totally uneeded, and even then, you need to know how to secure a linux server. most people cant and wont do it. especially for webservers. i dont know why zone-h took their daily defacement counter thing off, but almost every day, linux took not just a plurality, but a majority of the defacements, and windows server 2000/2003 was usually < 5%
they have the archives up still, but it's not as clean and easy to tell the numbers ( http://www.zone-h.org/component/option,com_attacks/Itemid,43/page,1 )
linux is pretty assed out for a normal persons desktop though. not only do you have to know ahead of time what software you want, a lot of times it doesnt do what you need it to do. and the whole "well you can just recode it!" is pretty bullshit, i mean you CAN, but like.. if you need to recode open office to do something, its like 3500 source files... good luck finding the line you need to edit in that crap.
but most definately, as servers... double most definately internal servers, where it's running software YOU write, theyre the badassed heavyweights of serverdom.
(i had to come to terms with linux, while building and writing software for a router to do what http://www.cdw.com/shop/products/default.aspx?EDC=705776 can do, and more)
i put in a..
FakeClientCommand(m_pEdict,"say_team \"i want to heal something\"")
line after
case BOT_TASK_HEAL_PLAYER:
{
among several other places in there to try and debug why the bots wont heal the hive, and from what i can tell, they never get the task bot_task_heal_player
i would fix it, but im having trouble figuring out the flow of the task edict whatnot doodad.
there are
addtask(cbottask(bot_task_heal_player...
things, but i havent seen them say theyre gonna heal anything as of yet...
im gonna put some more traces or whatever you wanna call em in there and see if they ever get the task...
[edit]
i put a team say thing after every spot i could find where the addtask bot task heal player thing was, and it never came up... i dunno wtf is goin on.
[edit again]
oh yeah, i also added in the stuff to let the marine bots get scan in combat, cause with cloaked aliens they need it
[way later edit]
the bots will say theyve spotted the hive when the hive is currently being built and is hurt, but not once its completed building... maybe its name changes from like.. BUILDING_HIVE to BUILDING_HIVE_COMPLETE or something like that, i dunno, and i dunno how to check
Good job Lordskitch, keep up the good work.
Hello i have been doing some coding myself as well but its not working as it should and testing it is very difficult. What i wanted to do is based on certain maps, certain skills will be active and certain skills will be disabled, here is what i got already.
The code will look messey in IPB due to the indentation but will look correct in Visual Studio.
The problem am having is that certain skills seem to work and certain ones dont, im sure its something to do with my coding but like Lordskitch, sometimes i have trouble reading what Cheeseh is coded
If you can fix it, i would be very greatful as its annoying the hell out of me and its extremely difficult to test
Why would you want to do that though? Their selections are based on a genetic algorithm anyway so sometimes they may never select an upgrade or they may select all or no upgrades. They are learning their upgrade choices for the best choice on combat maps, and Their choices change each time they start a new combat game.
If you want to do something like that you will need to remove the GA connection to the upgrades, near the top of the code on start-up. And will need to add a config command with a bitmask of all the combat attrib's i.e (want_damage1 = 1, want_damage2 = 2, want_damage3 = 4, etc) into a global "CombatWants" variable or something. And alter "BotWantsCombatItem" to read "CombatWants"
whats the word on getting the gorges to heal things? ive tried everything i can think of, and i still cant get the little bastards to do it.
i spent like an hour and a half yesterday trying to sort through the code to fix some issues people keep yellin at me about,
1 - the fades going up to wallstick waypoints and not blinking, but just standing there looking at the wallstick waypoint. i removed them from CanUseFlyWaypoints or whatever and solved that.
2 - the gorges healing. i have absolutely no clue why they wont heal. well i have seen them heal, but theyll heal like unfinished hives. after that they wont heal any players/structures/whatever. i cant figure out why they do it. or dont do it rather.
3 - the aliens getting upgrades on NS maps. i found two identical sections of code and so i changed the top one...
changed it to
whats badcode / morebadcode ?
the crash you found, make sure you select "Stop Always" for each exception in the Debug -> (Exceptions I think)
the message stuff you posted is only for NS maps, not sure if it works on Combat maps, but I may have replaced it with Combat upgrading using BOT_COMBAT_UPGRADE instead of BOT_ALINE_UPGRADE if its a combat map.
I still haven't looked at the gorge healing yet, I think a lot of debugging is required for it.
I still don't have MS Visual studio 6 installed yet either
badcode and morebadcode were big blocks of code that i decided didnt work and didnt need to show cause someone might try to use it.
ok so like.. heres some situations ive found
situation one
1st upgrade: movement
bots dont get upgrades.
2nd upgrade: sensory
bots get sensory
3rd upgrade: defense
bots get sensory and defense
situation two
1st upgrade: sensory
bots dont get upgrades
2nd upgrade: defense
bots get defense upgrades
3rd upgrade: movement
bots get sensory and defense
i need to create the third situation, but i dont know why theyre getting upgrades in weird patterns... i did a debug on the ... messages, and it'll say like
message 128
upgrades: 8
upgrade 1
upgrade 1
upgrade 1
upgrade 1
upgrade 2
upgrade 2
upgrade 2
upgrade 2
or whatever, but .. well maybe the numbers have since become skewed... ill debug that next. but for now, PAIN PILLS CAUSE IVE BEEN WALKING AROUND THE LAB FOR THE PAST FIVE HOURS!
argh !
I'll need to havee a look at this soon... I'll install MS VC 6 later today
youre my hero
Well I just installed and fixed a nasty "no change weapons/non attacking" bug in NS where the bots wouldn't change their weapons properly and wouldn't attack.
more stuff to some
by the way are you trying to fix the upgrades for just NS Maps? I'm having a look at em now
edit:
It looks liek the latest NS uses different methods of showing Alien Updates, the "SetTech" message seems more important for upgrading.
e.g.
using rcbot debug "message" 1
------ MESSAGE_BEGIN("SetTech") : "lam3r" -------
WRITE_BYTE(107)
WRITE_BYTE(48)
WRITE_BYTE(0)
WRITE_BYTE(0)
WRITE_SHORT(0)
WRITE_SHORT(2)
WRITE_BYTE(3)
---------MESSAGE_END("SetTech")-------
------ MESSAGE_BEGIN("SetTech") : "lam3r" -------
WRITE_BYTE(108)
WRITE_BYTE(48)
WRITE_BYTE(0)
WRITE_BYTE(0)
WRITE_SHORT(0)
WRITE_SHORT(2)
WRITE_BYTE(3)
---------MESSAGE_END("SetTech")-------
------ MESSAGE_BEGIN("SetTech") : "lam3r" -------
WRITE_BYTE(109)
WRITE_BYTE(48)
WRITE_BYTE(0)
WRITE_BYTE(0)
WRITE_SHORT(0)
WRITE_SHORT(2)
WRITE_BYTE(3)
---------MESSAGE_END("SetTech")-------
the first message WRITE_BYTE, 107,108,109 correspond to:
ALIEN_EVOLUTION_SEVEN = 107, // Celerity
ALIEN_EVOLUTION_EIGHT = 108, // Adrenaline
ALIEN_EVOLUTION_NINE = 109, // Silence
this message happened after I built a movement chamber
BUT how do I know if a hive has been destroyed and aliens can't get this upgrade anymore?? Haven't found out yet
I beleive I added a CBotNSTechs class that uses these though
edit again:
oh and to fix the non-attack bug (perhaps you already found it but hey.) In bot.cpp in NORMAL_ATTACK: task
you can still upgrade if the hives dead, all you need is atleast one of those chambers.
http://www.joesucks.net/files/rcbot/source.rar
heres a link to the source im using if you wanna see what ive done with it...
i put in.. ummm.. the upgrade built message was changed from 0 to 128, i put in rcbot config disable_all_squads to keep people from squadwhoring, ummmm i gave the marines the ability to get scan in combat... uhhhhhhh... i dont know what else.
ill go add that non-attacking thing and give it a test and see what goes on.
its been up for 44ish hours with no problems, and the bots no longer will randomly look at something and try to kill it by looking mean, and will actually fire. i havent seen the gorges just watching, and i havent seen the fades whip out their acid rockets only to look and do nothing
commit that code!
you could go through everything you fixed so I could have another look at it and also make any changes before committing Then most of the fixes will be in it
ps.. Happy 25th there skitchy !
lol thanks..
when i get home from class ill go through it and try and figure out what ive changed.. i got some homework i gotta do tonight cause ive got a quiz tomorrow though
you could always upload your compiled dll somewhere temporarliy for people to use the most recent updates you added
Manage Your Attachments
You have used 1.11mb of 512k
gimme more space on here and ill upload em here
for the time being, it's uploaded on my content server
http://www.joesucks.net/files/rcbot/rcbot_mm.dll
no theres no linux compile of this version, cause i dont remember exactly what ol cheese changed to get it to run on linux.
didn't even check to see if it'd compile. cause i know it wont.
I can't upload to the forum either, i thiknk its because the FTP was changed, I still can't log into FTP, so the uploads are b0rked till its fixed, Bots United host problem I fixed the upload limit buts it now says "check permissions in uploads folder" I can't do that cos I can't get into ftp
tell em "reset my ftp password, or else."
Looks like they are going to release NS 3.2 this Friday Have not tried the beta so I don't know whats changed
they'll probably change a bunch of constants, and redo systems that already work fine instead of fixing things that are broken, so nothing works right...
you know, i was digging through the code looking for crap ive changed... we might as well wait till friday to see if the bots even work. ns 3.2 is undoubtedly gonna change a bunch of crap and make stuff not work, and i dont think it'll be good if a bunch of time is put into the bots just to change them in 3 days.
fair do's !
i think that not shooting bug may have actually caused crashes... the server seems a tad more stable now...
still a couple issues with it.. but the god damn thing still wont let me debug it. its been so long since ive actually really used vc++ lol
You've got to specify the dll that you are debugging (in VC 6 project properties -> debug -> additional dlls, I think). Although with VS.NET 2003 you don't need to specify it. not sure if that helps
i dont think anything has changed in NS that drastically affects the bots.. thank freakin god. they seemed to be their regular evil selves... people were complaining that theyre too hard.. MWA HA HA HA HAAAAA ahem.
i respond with.. of course... "if it aint a challenge, what's the freakin point of playing? if you want it easy, go fight some whichbots!" ok maybe not the last part, but hey, im a jerk. i say things like that all the time.
hurray!
FINALLY got a debug:
So what version of rcb works with ns 3.2? I still have 1.441_B Will that work?
is that a crash there skitch?
when it crashes there click on the call stack back to startgame and check the m_pCombatBits, if its valid etc, see why its not been instantiated properly if not.
sandman, you should probably try skitches modded version:
http://www.joesucks.net/files/rcbot/rcbot_mm.dll
next time it crashes ill try that
!!!!!!!!!
well it will "dick up" if you use any waypoints you made with it set at 4096 with older versions of the bot (or the current beta version) for e.g.
surely you don't need that many waypoints? Maybe theres a waypoint counting bug. You could try saving the waypoints then reloading the map to see if the counter fixes itself.
oh theres that many waypoints... ns_machina is a BITCH.
make sure you got ns 3.2 and jump on my server, you should be an admin so just do amx_map ns_machina, and youre a rcbot admin so you can look at the waypoints yourself
and theyre spaced ... enough apart. far enough that theyre .. far enough, and close enough that a bot wont get lost between them if they do something while on the move.
the main part of the map is done, but the vents and crap are what i was working on when i ran out of waypoints lol
I just had a look at the map on my own server. I never knew NS added 3d sky boxes and how they are implemented, no mention in the changelog ..? ? ( I missed that meeting )
I'll check out the map on your server when no ones arouund
yep, thats the link.. even that might change soon, cause for some retarded reason, time warner is dropping houston and comcast is picking it up, so that might change to some comcast-hosted location... but it'll still be in that listing, ill just edit the links when i find out more.
hmm bots don't use phasegates...
The problem is that phasegates can be put any way and lead to any where, which means bots would either find it too difficult to find or once they find a phasegate, it would have problems at the other end.
Although it probly could be done, not sure how but possible during the navigation from waypoint to waypoint, if a marine bot came across a phasegate, that location could then be stored and passed to the other bots, if the phasegate gets destroyed or removed and a bot trys finding it, if it no longer exists, then it would store and communicate to the rest of the bots on the team that it no longer exists. This would be done during each execution of the waypoint, perhaps when it looks round folling waypoints, checking targets etc...
Just a suggestion...
probably the easiest way to get them to work would be...
1) if a PG is dropped, a fake waypoint is dropped, and it'd auto generate the pathways to link it up to the circuit
2) while checking for the shortest pathway, the bots consider fake PG waypoints as all the same xyz coordinates
3) if a path is found that is shorter using the fake waypoints, the bot'd run to the PG, look straight down and start using it, until it arrived at the waypoint number it was searching for.
using that method, in an ideal situation, the bots would get to where they need to go. the problem with it is, when they attack or have a different edict in general, they abandon their current path, and focus on their new task. if a PG is dropped in a squirrely location, and a skulk or something was there, he'd drop his current path, attack and kill the skulk, and then if he's too far away from that waypoint, and no others are nearby, he'd be lost and sit waiting for instructions.
otherwise, the only path available would be the phasegate again, and he'd use it because no matter what the shortest path would involve that fake waypoint.
Hello,
For the best part of the day i have been developing the addition to the NS side of RCbot, the addition will add both MvM and AvA. Although i have done this previously to the older NS 3.1, the newer version worked slighted different. I will post details as to how you will be able to setup your own MvM bot server later. Currently i have been testing it for a few hours and it works perfect apart from one or two problems with bots joining teams.
I hope to post more details soon.
EDIT: OK, the bots join correctly on mvm now, i havent tested AvA yet but i have added the code to do so while coding mvm. I will provide more of an update when i have tested AvA, if all goes well, a release should be soon
EDIT2: OK, i have done as much as i can do today. Both mvm and ava work, ava is still very unstable at the moment, not sure why but they will join a team but the search and destory and path finding is very buggy. MvM is fully working, had many hours of fun testing that out, be aware though, i would suggest slowing the bots aiming or reaction down if you dont want to get slaughted lol.
RCbot Metamod Release (Windows) - http://rcbot.dwmh.net/venom/rcbot.dll
RCbot Release (Windows) - http://rcbot.dwmh.net/venom/rcbot_mm.dll
In order to support each game mode based on the different maps, you will need to set abnormal_game to 1 if you are playing either mvm or ava map, otherwise it can remain as 0. If you wish to run ava or mvm mode, both the mode you wish to run for example mvm_mode and abnormal_game must be 1 in order to work.
Each map config (eg co_angst.cfg) should have these settings as each map may or may not be in a different mode.
config abnormal_game 0
config mvm_mode 0
config ava_mode 0
config mva_mode 1
For Aliens vs Aliens, put this:
rcbot addbot 2
rcbot addbot 4
For Marines vs Marines, put this:
rcbot addbot 1
rcbot addbot 3
The bot menus have also been updated with this change although the add and kick function has not been tested yet so may not work completly. The adding of bots should work via the menu.
I have done my best to do as much as i can, i will release the source code update via Lord Skitch when he gets online. This plugin has been tested with the latest version of mvm_allinone and ava_enabler plugin from nsmod.org. Please do not ask me how to make the bots work with these plugins, please ask plugin support questions on the nsmod.org forum. Any bot related questions about mvm or ava please ask me
Venom
Well Bots pretty good suppots TFC ))))
I've maded some waypoints for 2fort.....
But.... Bots often use Crowbars than Primary ammo (((((
Also i have that problem
"[RCBOT>] warning: GetClientRep(): Bad pClient recieved (NULL) (returning default)"
When i have this error Blue Guys don't spawn.......
This error dissapear when i restarting TFC.....
And i have 2 Q.......
Cheeseh.... Blue team in TFC is "TEAM1" and Red team is "TEAM2" ?????
I don't know because theese waypoints aren't coloured ((((
So can u make "TEAM" waypoints coloured ???
But i was very Surprised when Bots start capture Flag without some "spetial" flag on Flag waypoint
P.S. What about Opposing Force and Ricochet ?????? It will be cooooooool ))))
What ?!?!?!?! It's too hard to answer me ?!?!?!
And 1 more thing ... My nick in game is ``~Scre@m~``.......
Bots and Welcome message typing as "scre m" (without quotes) ......
Heyyo,
Well man, I myself love RCbot, but they mainly shine in Natural Selection and SvenCoop. I'm not sure if he's been updating the TFC code a lot tbh..
I know he's been pretty busy hence the lack of updates to RCbot, and RCbot2 (for the source engine).. so it may be a while until we see further upgrades.
I suggest giving FoxBot a shot for TFC bots. It's a pretty damn good bot, and someone's been updating it too.
http://www.omni-bot.de/e107/download.php?view.516
One of the coolest updates is now bots support teleporters properly.
And in case you didn't know, there is an official Team Fortress 2 bot coming out.. and vALVE said it's going to be the same guy who built the original Half Life 1 AI! so it should be pretty damn good.
put this in bot_weapons.ini
Hi .. at first .. GREAT BOT ..but i still have some questions
1
The Bots only chat in they own team like
02:29:19 "[RC] Belphegore<6><BOT><6>" say "bad luck"
team 6
hldm havent any teams so nobody can read it .. is there a way the bots dont talk in they own team?
2
where and how can i set the auto waypoints ?
hmm think thats all for the moment
edit ..
oh .. and ... is there a good weapon.ini for HLDM ?
how long am I to do that? a whole map? (20min) am I to play completely normally or just run around abit? omg sooo much questions
[] I don't know why the bots only speak in team chat, it must have something to do with the mod??
[] try this for HLDM
ok .. thx for the help .. the chat works now (after i installed bubblemod) (strange) .. now all run fine