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madmax2
post Nov 30 2018, 08:19 PM
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Possible Bugs or Observed Issues Topic

Thought I should start a topic to report observed issues or bugs, not strictly related to waypointing... This first item has been resolved with some hacky waypointing, but I don't think bots were seeing or able to reach the buttons in the wall. Distance was reported by debug to be 76, perhaps that is to far? I have not tried latest build yet, the wpt is nearly done, but needs a bit of polish though...

11-28 build

I finally got something to work on the first closed locked door on murks. I've put hours overall to make it work. It was the same problem with the old rcbots at these doors. So I started out with the wpt config I had with the old bots, noclipped wpt into the button, but that wasn't working. I almost gave up when I just stumbled on a config that works, after moving wpts around and using combinations of normal, important, wait and staynear flags. But just like with the old bots its a forced configuration. I don't think Bots are seeing the func_button in the panel. Before I got this working they would just run up against the door pressing use a few times, then go over to the important wpt, but not press use, then go back to unopened door & repeat. If I added an openslater on other side of door they would go over to the button/panel, but would not press it, with any of a dozen different configurations...

Well this is actually working well now, but as you can see the path is through the wall. In fact I used this config at the 2nd problem door and it works there too. I have also been able to remove the important flag & it still works.
IPB Image

IPB Image

Config is wait---important or wait---normal, but path must go through wall from the wait wpt. It won't work from the important wpt. Never did try path from wait thru the door? That probably won't work unless it is close to the button?

I did a rcbot.search while right up against the panel, and button distance is about 76, perhaps that is the reason?

CODE
] as_command rcbot.search
[RCBOT]player frame=232.552887 distance = 0
[RCBOT]func_button frame=0 distance = 76.595879
[RCBOT]func_door LOCKED!!
[RCBOT]func_door frame=0 distance = 120.178703
[RCBOT]func_door LOCKED!!
[RCBOT]func_door frame=0 distance = 134.249481
[RCBOT]func_illusionary frame=0 distance = 168.824387
[RCBOT]multi_manager frame=0 distance = 43.174778
[RCBOT]weapon_crowbar frame=0 distance = 8
[RCBOT]weapon_9mmhandgun frame=0 distance = 8
[RCBOT]weapon_medkit frame=0 distance = 8


So for a test I removed the path thru the wall to make them fail to press the button again. Also placed openslater on other side of door to make them go to the button. Same failure is present without openslater, just easier to find it in in console this way...

Ran debug task on a bot, and get this... I think maybe they are not facing correct direction, looks like they attempt once to press it?

CODE
] as_command rcbot.debug_bot [m00]wh3y
[RCBOT]Finding player [m00]wh3y
[RCBOT]UTIL_FindPlayer MadMax2
[RCBOT]UTIL_FindPlayer [m00]wh3y
[RCBOT]iBestMatch == 9
[RCBOT]Debug '[m00]wh3y' (if bot)
[RCBOT][DEBUG - TASK]  COMPLETE
[RCBOT][DEBUG - TASK] m_pCurrentTask.m_bComplete
[RCBOT][DEBUG - TASK] CFindPathTask COMPLETE
[RCBOT][DEBUG - TASK] m_pCurrentTask.m_bComplete
[RCBOT][DEBUG - TASK]  COMPLETE
[RCBOT][DEBUG - TASK] m_pCurrentTask.m_bComplete
[RCBOT][DEBUG - TASK] func_button              <--- button task
[RCBOT][DEBUG - TASK] CFindButtonTask COMPLETE          <--- button task complete
[RCBOT][DEBUG - TASK] m_pCurrentTask.m_bComplete
[RCBOT][DEBUG - TASK] bot.setMove(m_pCharger.pev.origin)
[RCBOT][DEBUG - TASK] bot.setMove(m_pCharger.pev.origin)  <--- slew of these in console, removed some
[RCBOT][DEBUG - TASK] bot.setMove(m_pCharger.pev.origin)
[RCBOT][DEBUG - TASK] bot.setMove(m_pCharger.pev.origin)
[RCBOT][DEBUG - TASK] bot.setMove(m_pCharger.pev.origin)
[RCBOT][DEBUG - TASK] CUseButtonTask FAILED          <--- button task failed
[RCBOT][DEBUG - TASK] CFindPathTask FAILED
[RCBOT][DEBUG - TASK] CFindPathTask FAILED
[RCBOT][DEBUG - TASK] CFindPathTask FAILED
[RCBOT][DEBUG - TASK] CFindPathTask FAILED
[RCBOT][DEBUG - TASK] CFindPathTask FAILED
L 28/11/2018 - 12:56:22: "MadMax2<1><STEAM_ID_LAN><players>" stats: frags="0.00" deaths="0" health="100"
[RCBOT][DEBUG - TASK] CFindPathTask FAILED
L 28/11/2018 - 12:56:24: "[m00]wh3y<3><BOT><players>" stats: frags="0.00" deaths="0" health="100"
[RCBOT][DEBUG - TASK]  COMPLETE
[RCBOT][DEBUG - TASK] m_pCurrentTask.m_bComplete
[RCBOT][DEBUG - TASK] CFindPathTask COMPLETE
[RCBOT][DEBUG - TASK] m_pTasks.length() == 0
[RCBOT][DEBUG - TASK] CFindPathTask FAILED
[RCBOT][DEBUG - TASK] CFindPathTask FAILED
[RCBOT][DEBUG - TASK] CFindPathTask FAILED
[RCBOT][DEBUG - TASK] CFindPathTask FAILED
[RCBOT][DEBUG - TASK] CFindPathTask FAILED
[RCBOT][DEBUG - TASK] CFindPathTask FAILED
[RCBOT][DEBUG - TASK] CFindPathTask COMPLETE
[RCBOT][DEBUG - TASK] m_pCurrentTask.m_bComplete
[RCBOT][DEBUG - TASK]  COMPLETE
[RCBOT][DEBUG - TASK] m_pCurrentTask.m_bComplete
[RCBOT][DEBUG - TASK] func_button              <--- button task repeats
[RCBOT][DEBUG - TASK] CFindButtonTask COMPLETE
[RCBOT][DEBUG - TASK] m_pCurrentTask.m_bComplete
[RCBOT][DEBUG - TASK] bot.setMove(m_pCharger.pev.origin)


Other observe issues (have not tried latest build yet, maybe "bots avoid last failed path" fixed #2?) :

#1 Saw bot stuck on turret, not sure how it happened & only saw once? Tried placing another wpt nearby, but he wouldn't use it or suicide, seem pretty stuck...
IPB Image

#2 This happened after removing a staynear flag from other side of the door. He was constantly pressing use in the corner & wouldn't go to the button. So I put the staynear back on the same wpt, I had to restart the map, but haven't seen it happen again.
IPB Image

Both of these may be rare occurance, but I haven't tried many different maps, so not sure?
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madmax2
post May 15 2019, 07:34 PM
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Hey Cheeseh,

I'm still working on my dods rcw, but wanted to ask about bot suicides on rcbot-AS.

While working on sc_royals2, I never noticed bots suicide when they appeared to be stuck for a while. I never saw any suicide messages in the console either. Should I see a suicide message from rcbot?

Also, is it the bots "speed" that determines when to suicide? I ran debug a few times when they were stuck, most of the time the speed was around 50% dipping to 45%. There was other times when speed was under 10%. I think there was one time it would stay under 10%, but most times it's variable. Say 5% for 10 seconds then goes to 18% for a few seconds then back down to around 5%, etc...

Anyways, I never could confirm they would suicide in stuck situations? blink.gif

Hmm, I just thought of a way I could test for suicides, teleport a bot into a wall and see if it will suicide? rolleyes.gif
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Cheeseh
post May 27 2019, 08:51 AM
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QUOTE(madmax2 @ May 15 2019, 08:34 PM) *

Hey Cheeseh,

I'm still working on my dods rcw, but wanted to ask about bot suicides on rcbot-AS.

While working on sc_royals2, I never noticed bots suicide when they appeared to be stuck for a while. I never saw any suicide messages in the console either. Should I see a suicide message from rcbot?

Also, is it the bots "speed" that determines when to suicide? I ran debug a few times when they were stuck, most of the time the speed was around 50% dipping to 45%. There was other times when speed was under 10%. I think there was one time it would stay under 10%, but most times it's variable. Say 5% for 10 seconds then goes to 18% for a few seconds then back down to around 5%, etc...

Anyways, I never could confirm they would suicide in stuck situations? blink.gif

Hmm, I just thought of a way I could test for suicides, teleport a bot into a wall and see if it will suicide? rolleyes.gif


sorry didn't notice your message for a while.

The bots suicide when they have failed all possible tasks available to them. which could be when they fall in to a pit where there are no waypoints or when walk into a place where there is no way out. So it isn't to do with speed exactly.
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madmax2
post May 28 2019, 07:47 PM
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QUOTE(Cheeseh @ May 27 2019, 12:51 AM) *

sorry didn't notice your message for a while.

The bots suicide when they have failed all possible tasks available to them. which could be when they fall in to a pit where there are no waypoints or when walk into a place where there is no way out. So it isn't to do with speed exactly.

Okay, I was thinking the old rcbots used speed to determine when to suicide, the "config bot_stuck_speed" setting. The big problem on sc_royals2 was at that skull post, I never could get them to suicide, and getting free from the post is very difficult. It's kinda a map flaw, a sticky spot. It just took a long time to find a waypoint configuration that seemed to work ok there. There was a couple other places bots got stuck, adding or moving waypoints seemed to correct the problems... On maps with flaws, with waypoints nearby, this might be an issue to look at? No rush, I've been busy with other things the last few weeks, Spring stuff. I Still have several waypoints to convert, I plan to get back to it at some point... wink.gif
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Posts in this topic
madmax2   Possible Bugs or Observed Issues Topic   Nov 30 2018, 08:19 PM
madmax2   I think I figured out why the vent covers in sc_do...   Dec 2 2018, 07:33 PM
Cheeseh   I've reduced the default explo magnitude to 51...   Dec 3 2018, 06:51 PM
madmax2   I've reduced the default explo magnitude to 5...   Dec 4 2018, 01:14 AM
Cheeseh   Cool, thanks... Tested it out on murks & the ...   Dec 4 2018, 07:50 AM
madmax2   No touch doesn't work the way I'd want. I...   Dec 4 2018, 11:32 PM
Cheeseh   I'll probably add wpt ID displaying soon [RCB...   Dec 5 2018, 08:43 AM
madmax2   Past 2am here, I'll try to give more feedback ...   Dec 5 2018, 10:18 AM
Cheeseh   Past 2am here, I'll try to give more feedback...   Dec 5 2018, 02:44 PM
madmax2   Heh I know what u mean. Problem is there is no ex...   Dec 5 2018, 09:48 PM
Cheeseh   As I thought some kind of script might be needed f...   Dec 5 2018, 10:43 PM
madmax2   Oh good, wpt ID's :) That looks like it would...   Dec 6 2018, 04:32 AM
Cheeseh   Oh good, wpt ID's :) That looks like it woul...   Dec 6 2018, 05:02 AM
Cheeseh   Hey madmax, I implemented script code and added a ...   Dec 6 2018, 06:34 PM
madmax2   Nice :) , I'll give it a try today... Have so...   Dec 6 2018, 06:58 PM
Cheeseh   Nice :) , I'll give it a try today... Have s...   Dec 6 2018, 07:12 PM
madmax2   Ok I have the new one :) . Will have to study thi...   Dec 6 2018, 08:37 PM
Cheeseh   Ok I have the new one :) . Will have to study th...   Dec 6 2018, 11:00 PM
madmax2   great. Also added another argument to the telepor...   Dec 7 2018, 01:14 AM
Cheeseh   Looking good. Yes spaces are not important Also y...   Dec 7 2018, 07:07 AM
madmax2   Well I went to test my script and somethings not w...   Dec 7 2018, 07:59 AM
Cheeseh   This looks Okay, its just saying that 14 > 15...   Dec 7 2018, 08:28 AM
madmax2   I partly figured out what is causing the problem. ...   Dec 7 2018, 10:51 AM
Cheeseh   did you connect a path from the spawn room "w...   Dec 7 2018, 11:03 AM
madmax2   did you connect a path from the spawn room ...   Dec 7 2018, 05:29 PM
Cheeseh   I've changed the code so it looks in the rcw f...   Dec 7 2018, 07:09 PM
madmax2   Yeah, my important wpt is at 99, it's not the ...   Dec 7 2018, 10:29 PM
madmax2   After that spawn room issue, I finally got to see ...   Dec 8 2018, 08:13 AM
Cheeseh   bots do ignore unscripted waypoints, if you want b...   Dec 8 2018, 09:26 AM
Cheeseh   just edited the sc_doc waypoint and added a script...   Dec 8 2018, 03:14 PM
madmax2   Great stuff :) ... I just grabbed the new one... ...   Dec 8 2018, 05:29 PM
Cheeseh   Great stuff :) ... I just grabbed the new one......   Dec 8 2018, 05:32 PM
madmax2   Ok, I'll look at that too. So with the momenta...   Dec 8 2018, 05:40 PM
Poka   I made waypoints for the sc_tropical map series. T...   Dec 8 2018, 05:42 PM
Cheeseh   Could be the entity index isn't the same. Will...   Dec 8 2018, 06:30 PM
madmax2   Bad news, explosives/breakables still seem to be a...   Dec 8 2018, 09:24 PM
Cheeseh   did you update to the latest source ? I noticed a ...   Dec 8 2018, 09:57 PM
Poka   @Poka, are you able to run as_command rcbot.searc...   Dec 8 2018, 10:25 PM
Cheeseh   On listenserver for example the first func_button...   Dec 8 2018, 10:28 PM
Poka   are you able to find the entity index of the butt...   Dec 8 2018, 10:57 PM
Poka   Nvm   Dec 8 2018, 11:22 PM
madmax2   did you update to the latest source ? I noticed a...   Dec 9 2018, 12:16 AM
Poka   Oh no, Crap again :o Tried dec 9 build c5625fc...   Dec 9 2018, 12:21 AM
madmax2   Yeah :( ... Cheeseh's probably gone to bed to...   Dec 9 2018, 12:26 AM
Poka   Yeah :( ... Cheeseh's probably gone to bed t...   Dec 9 2018, 12:33 AM
madmax2   For me the problem seems to have started at 9a332...   Dec 9 2018, 12:43 AM
Cheeseh   Thats about 2 builds back, wierd. I haven't h...   Dec 9 2018, 10:38 AM
Poka   Listenserver seems to be working again. The bots w...   Dec 9 2018, 02:34 PM
Cheeseh   Listenserver seems to be working again. The bots ...   Dec 9 2018, 04:06 PM
Poka   try the latest version and put script_entity_of...   Dec 9 2018, 04:26 PM
Poka   I also noticed that the 'end' flag is some...   Dec 9 2018, 05:07 PM
Cheeseh   see if the latest commit helps,   Dec 9 2018, 08:57 PM
Poka   see if the latest commit helps, Thank you, ever...   Dec 9 2018, 09:40 PM
Cheeseh   Thank you, everything seems to be working now :)...   Dec 9 2018, 10:52 PM
madmax2   It appears all of this has been fixed with the lat...   Dec 10 2018, 12:51 AM
Cheeseh   Great, BTW Poka you're right about maxplayers ...   Dec 12 2018, 07:42 PM
Poka   I was thinking of making some waypoints for the Ha...   Jan 2 2019, 02:57 PM
Cheeseh   I was thinking of making some waypoints for the H...   Jan 3 2019, 11:48 PM
Cheeseh   may have something to do with the map having lots...   Jan 4 2019, 09:40 AM
madmax2   I think a bug has popped up in the script system :...   Jan 9 2019, 05:38 AM
Cheeseh   Hi madmax -- I fixed it now, it was introduced whe...   Jan 9 2019, 07:39 PM
madmax2   Hi madmax -- I fixed it now, it was introduced wh...   Jan 9 2019, 11:37 PM
madmax2   It appears only 2 of the 5 ammo/health resupply cr...   Jan 13 2019, 12:22 AM
Cheeseh   I always use the z option rather than distance. So...   Jan 13 2019, 02:56 PM
madmax2   I've been using z for a while now. What happen...   Jan 13 2019, 06:18 PM
madmax2   Cheeseh, Do you know of any things that might bre...   Jan 19 2019, 09:51 PM
Cheeseh   Cheeseh, Do you know of any things that might br...   Jan 20 2019, 11:12 AM
madmax2   My max_players has been set to 8 (default). I...   Jan 20 2019, 07:42 PM
madmax2   Build tested: d3ec0c131d96959c890dced23e7a7939518e...   Feb 10 2019, 06:16 AM
Cheeseh   Hey madmax, will have a look later. Will let you k...   Feb 10 2019, 11:54 AM
madmax2   Hey madmax, will have a look later. Will let you ...   Feb 10 2019, 09:53 PM
Cheeseh   Hmm, remember that if you use a teleport waypoint,...   Feb 11 2019, 08:41 AM
madmax2   Hmm, remember that if you use a teleport waypoint...   Feb 12 2019, 10:50 PM
madmax2   Been shoveling snow the last couple days, was to ...   Feb 13 2019, 09:36 PM
madmax2   Hey Cheeseh, I'm still working on my dods rcw...   May 15 2019, 07:34 PM
Cheeseh   Hey Cheeseh, I'm still working on my dods rc...   May 27 2019, 08:51 AM
madmax2   sorry didn't notice your message for a while....   May 28 2019, 07:47 PM
Ryusho   So I was just recently trying to make waypoints fo...   Aug 20 2019, 02:50 AM
Cheeseh   So I was just recently trying to make waypoints f...   Aug 20 2019, 06:20 PM
Ryusho   This is because there is a limit to the number of...   Sep 8 2019, 08:21 PM


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