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> Any one have the current source?
Cheeseh
post Jun 26 2013, 10:46 PM
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QUOTE(Cheeseh @ Jun 26 2013, 11:34 PM) *

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

sc_breakable_classes_ally

e,g,

sc_breakable_classes_ally 1,2,3

will set classes 1 2 and 3 as allies

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

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


I made the mini turrets change

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

edit
btw the classes were written here by ww00tguy

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

maybe sc_breakable_classes_ally should only be 2 and 3
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madmax2
post Jun 26 2013, 10:51 PM
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@cheeseh

Oh, what do you think about a grapple wpt?

QUOTE


and the link doesn't work????
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Cheeseh
post Jun 26 2013, 10:52 PM
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QUOTE(madmax2 @ Jun 26 2013, 11:51 PM) *

@cheeseh

Oh, what do you think about a grapple wpt?
and the link doesn't work????


yeah sounds like an idea, I'll have a look when i got the time

oops I forgot to add .7z at the end of the link
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w00tguy123
post Jun 26 2013, 10:58 PM
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QUOTE(Cheeseh @ Jun 26 2013, 03:34 PM) *

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

sc_breakable_classes_ally


Oh, nice! That cvar will come in handy. I can't get it to work though - no matter what I set it to they won't attack breakables.

Edit: The miniturret fix worked smile.gif
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madmax2
post Jun 26 2013, 10:58 PM
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QUOTE(Cheeseh @ Jun 26 2013, 03:52 PM) *

yeah sounds like an idea, I'll have a look when i got the time

oops I forgot to add .7z at the end of the link


Awesomely cool (grapple) biggrin.gif , when you have time, thats cool , thanks man....

Got the dll.. too smile.gif....
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Cheeseh
post Jun 26 2013, 11:03 PM
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QUOTE(w00tguy123 @ Jun 26 2013, 11:58 PM) *

Oh, nice! That cvar will come in handy. I can't get it to work though - no matter what I set it to they won't attack breakables.


hmm. setting sc_breakable_classes_ally to "" should just make all breakables enemies .

actually that might cause a crash..

this is the only protection for bots NOT to shoot breakables as they did before, so don't know why they're not shooting anything now
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w00tguy123
post Jun 26 2013, 11:07 PM
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I tried "" both in console and in the map config but the value can't be empty. Setting it -2 should work too, but bots refuse to attack breakables still.
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Cheeseh
post Jun 26 2013, 11:16 PM
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QUOTE(Cheeseh @ Jun 27 2013, 12:03 AM) *

hmm. setting sc_breakable_classes_ally to "" should just make all breakables enemies .

actually that might cause a crash..

this is the only protection for bots NOT to shoot breakables as they did before, so don't know why they're not shooting anything now


maybe I shouldve been a bit clearer with the command actually

rcbot config sc_breakable_classes_ally "2,3"

which maps are you testing it on?
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w00tguy123
post Jun 26 2013, 11:22 PM
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QUOTE(Cheeseh @ Jun 26 2013, 04:16 PM) *

maybe I shouldve been a bit clearer with the command actually

rcbot config sc_breakable_classes_ally "2,3"

which maps are you testing it on?


I was using a test map for this, but quarter.bsp has breakables that the older rcbot version would attack (and also one that they would defend).

I've tried the config you suggest there and I get a response from RCBot saying that the classes were changed, but the command isn't having any effect.
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Cheeseh
post Jun 26 2013, 11:31 PM
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QUOTE(w00tguy123 @ Jun 27 2013, 12:22 AM) *

I was using a test map for this, but quarter.bsp has breakables that the older rcbot version would attack (and also one that they would defend).

I've tried the config you suggest there and I get a response from RCBot saying that the classes were changed, but the command isn't having any effect.


okay seemed to be a bug with that code.

you can try again here

http://rcbot.bots-united.com/downloads/rcbot_mm_sc47_3.zip
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w00tguy123
post Jun 27 2013, 12:00 AM
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That new version is mostly working. They will attack breakables now, and sc_breakable_classes_ally will have an effect on which breakables they attack.

Though, there is some weirdness to it. For instance, if I set it to "4,5" through the config, they will also not attack "-1,0,3,10,11". So they're choosing not to attack the default classes in addition to what sc_breakable_classes_ally says.

Are "-1,0,3,10,11" hardcoded as friendly breakables?
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madmax2
post Jun 27 2013, 12:03 AM
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QUOTE(Cheeseh @ Jun 26 2013, 04:31 PM) *

okay seemed to be a bug with that code.

you can try again here

http://rcbot.bots-united.com/downloads/rcbot_mm_sc47_3.zip

this new link doesn't seem to work for me. did it get taken down allready?
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w00tguy123
post Jun 27 2013, 12:04 AM
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QUOTE(madmax2 @ Jun 26 2013, 05:03 PM) *

this new link doesn't seem to work for me. did it get taken down allready?


Change the extension from .zip to .7z in the link smile.gif
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madmax2
post Jun 27 2013, 12:15 AM
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QUOTE(w00tguy123 @ Jun 26 2013, 05:04 PM) *

Change the extension from .zip to .7z in the link smile.gif


hmmm, I still only get 298 bytes. i tried .7z & .zip.7z ? I'll try firefox & see what happens... thanks

No, it still doesnt work, I get a 404 file not found, does it still work for you?
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w00tguy123
post Jun 27 2013, 12:18 AM
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QUOTE(madmax2 @ Jun 26 2013, 05:15 PM) *

hmmm, I still only get 298 bytes. i tried .7z & .zip.7z ? I'll try firefox & see what happens... thanks

No, it still doesnt work, I get a 404 file not found, does it still work for you?


The file is around 298 bytes. Do you have 7zip? I re-downloaded and it's still working.

Here's a mirror: https://www.dropbox.com/s/0nwuud3oi6t15xz/rcbot_mm_sc47_3.7z
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madmax2
post Jun 27 2013, 12:20 AM
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Never mind... heh heh smile.gif ... got it to work... change in the address bar.... duh.... rolleyes.gif Thanks...


[edit] ran it on crystal and they shoot the breakables again with the default settings. bots got to the mini ceiling turrets and appeared to still shoot them in inactive state, but something happened to activate them so i didn't get a chance to change the cvar settings... So i will try again & report back ...
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madmax2
post Jun 27 2013, 03:22 AM
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Bots are still having problems shooting at inactive/deactivated mini-turrets (small mounted turret, machine class) on crystal. (I didn't test the large mounted turrets, but I'm sure bots are doing the same with them too)

I tried both cvar's (sc_classes_ally & sc_breakable_classes_ally), to see if anything stopped bots from shooting them, nothing worked. It should of worked for 1=machine. With sc_classes_ally I tried everything from -1 to 14, one at a time, just to be sure. With sc_breakable_classes_ally I tried adding a few to the defaults, from -1 thru 5, then 7.

Did I do something wrong? I did all cvar changes thru the console, no map.cfg edits. Do the bots need to be kicked & restarted, or are changes supposed to take effect immediately? I did delete all bot tmp files before starting the game with the new dll.

With debug_ent the mini turrets, in thier inactive state show as monster_miniturret, flags 160
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w00tguy123
post Jun 27 2013, 03:59 AM
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They don't shoot inactive turrets in my map, but they do in crystal. I took a look at the entities in crystal and the miniturrets have their classification set to 4, which makes them not 'CLASS_MACHINE'.

So, the code that checks for inactive turrets must be moved before the switch statement that checks entity classification. The mapper can choose any class they want for a turret/miniturret, but the IsEnemy code won't check if a turret is active unless its class is 1 (machine).
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madmax2
post Jun 27 2013, 05:13 AM
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Hey w00tguy123,

Sounds like you found the problem on crystal. So, if i understand correctly, moving the active/inactive check code should fix this? smile.gif

Thanks,
max

[edit] It just dawned on me, I need to go test this cvar on sc_activist 1 , where bots won't shoot the security guards (evil barneys & otis)... They were also not shooting the bodygaurds in deadsimpleneo2, with the original rcbot 4.7 dll....

[edit2] Woo hoo, bots are now shooting the security guards in sc_activist 1... smile.gif I didn't have to do anything with the cvar, just ran defaults... I let them run all the way thru sc_activist 1 & 2 and didn't see any new problems... They shot all the enemies & breakables... so good news on that... will probably test em on sc_activist3 & DSN2 tomarrow....

[edit3] sc_activist3 worked like it normally does with the bots, just that map spawn bug, which will be fixed in sc4.8 smile.gif . DSN2 also worked good with the new bot, bots are shooting at the bodyguards now, so the shooting enemies problem in DSN2 & sc_activist 1 seems fixed, smile.gif . But, there isn't many breakables in these 2 maps, or enemy turrets. So, I tried to test deactivated mini-turrets in murks last nite too, but after 4 attempts, i couldn't get the mini-turrets to deactivte? Tried shooting the 3 power nodes, but they stayed active, maybe in sc4.7 they don't deactivate anymore??? Will try again, after putting more time into my crystal wpts. crystal2 is nearly done, just a few nagging issues to tune up. crystal1 needs more fine tuning, and the turrets issue fixed, so will take a bit longer to complete....
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madmax2
post Jul 1 2013, 10:42 PM
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I got the mini-turrets to deactivate in murks (sc4.7), and bots don't shoot at the inactive turrets with the new dll, So, the fix works on this map smile.gif . Not sure why I couldn't deactivate them before, did it twice this time, no problem. I waited for bots to trigger the turrets though, before shooting out the power nodes...

@ w00tguy123 (or anyone)

Have you found any more maps with inactive/deactivated turrets that bots shoot at? So far, I've only looked at crystal series, activist series, & murks for these inactive mini-turrets (activist doesn't have them).

Also, Have you had a chance to run rcbot on sc4.8? Any new problems? I don't have sc4.8 yet... sad.gif
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