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> Not all bots are moving (TF2)
SpeedFreak
post Apr 24 2010, 12:52 PM
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Hi guys.
I have a problem with RCBot2 (Im running TF2). Only a few bots are moving and only when they are a specific class. So only Demomans, Snipers and Soldiers are moving, but also not all. Thats on every map I'm playing. I also made my own map with waypoints, but doesnt work well.

Rcbot2 Version: 0.52 (or 0.51 I dont remember)

How I installed it (on my own pc):
- Moved Rcbot2 Folder into Steam\SteamApps\Account
- Moved HPB_Bot2.dll into Steam\SteamApps\Account\Team Fortress 2\bin

Is there anything wrong with installation maybe ?

- Speed Freak
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DrPuffinKind
post Apr 25 2010, 12:06 PM
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QUOTE(SpeedFreak @ Apr 24 2010, 07:52 AM) *

Hi guys.
I have a problem with RCBot2 (Im running TF2). Only a few bots are moving and only when they are a specific class. So only Demomans, Snipers and Soldiers are moving, but also not all. Thats on every map I'm playing. I also made my own map with waypoints, but doesnt work well.

Rcbot2 Version: 0.52 (or 0.51 I dont remember)

How I installed it (on my own pc):
- Moved Rcbot2 Folder into Steam\SteamApps\Account
- Moved HPB_Bot2.dll into Steam\SteamApps\Account\Team Fortress 2\bin

Is there anything wrong with installation maybe ?

- Speed Freak

well for starters get the newest versiion of the bot... is on 0.53 now
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The Chad
post Apr 25 2010, 03:24 PM
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I'm actually having the same issue myself (I'm on .53). I've been starting my server with 10 vs 9 bots and there's usually 1 idle bot on one team and 3 idle bots on the other. The class doesn't appear to matter though as other bots of the same (stationary) class are able to follow waypoints. Any ideas? I'm running a linux dedicated server with a class restriction module via sourcemod/metamod. I don't have any class restrictions set.
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SpeedFreak
post Apr 26 2010, 01:55 PM
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I solved my problem. The problem was a fast-add-bot script.

I used:

alias "cheats" "sv_cheats 1"
alias "b" "rcbot addbot"
alias "b5" "b; b; b; b; b"
alias "b10" "b5; b5"
alias "b13" "b10; b; b; b"
alias "bots" "cheats; mp_respawnwavetime 1; b13"

This would add 13 Bots. The problem is that the first 12 bots are not counting as bots, because the commands run so fast I think. If I try to kick bots only 1 bot was kicked, because the plugin didn't find the other bots.
Now I'm just using "Rcbot addbot" to add manually and it's working fine.
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The Chad
post Apr 26 2010, 03:27 PM
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I've tried the manual adding myself to no avail. As I add bots, most will follow their waypoints after entering, but some will not (1 in 7 or so). Doesn't appear to be class or map dependent...spawn in point shouldn't matter should it?
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Cheeseh
post Apr 26 2010, 06:22 PM
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QUOTE(The Chad @ Apr 26 2010, 04:27 PM) *

I've tried the manual adding myself to no avail. As I add bots, most will follow their waypoints after entering, but some will not (1 in 7 or so). Doesn't appear to be class or map dependent...spawn in point shouldn't matter should it?


just make sure there are no teamonly waypoints going through vital paths, and that the paths lead somewhere
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DrPuffinKind
post Apr 27 2010, 12:44 PM
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QUOTE(The Chad @ Apr 26 2010, 10:27 AM) *

I've tried the manual adding myself to no avail. As I add bots, most will follow their waypoints after entering, but some will not (1 in 7 or so). Doesn't appear to be class or map dependent...spawn in point shouldn't matter should it?

also check that spawn points are all near waypoints.... when i was first waypointing i ran into this as it seems bots will be confused if they spawn too far from nearest point... and also consider raising pathrevs value... this makes a notable difference in bots sticking to waypoints/spinning/jumping in place issues.

hope that helps

smile.gif
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The Chad
post Apr 27 2010, 10:01 PM
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QUOTE(DrPuffinKind @ Apr 27 2010, 07:44 AM) *

also check that spawn points are all near waypoints.... when i was first waypointing i ran into this as it seems bots will be confused if they spawn too far from nearest point... and also consider raising pathrevs value... this makes a notable difference in bots sticking to waypoints/spinning/jumping in place issues.

hope that helps

smile.gif



What would be a higher value? I just tried 100 and it didn't seem to help.

I'm currently starting my server with 6 bots. If I manually add a bot, it's fine. Then I add another...it gets assigned to the other team so I don't know if it's moving or not, but I know that the next bot I add, it'll get stuck. I haven't tried it on all maps, but goldrush and plr_pipeline have the same problem...on the nineth bot. Makes no sense!

In running a dedicated server, is there an easy way to see the waypoints? The last I read, I had to start a listen server...which I think to be a local server to view/change waypoints. Is that true?

Anyway, thanks for the replies and suggestions! I really appreciate the help.

-Chad
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Cheeseh
post Apr 28 2010, 06:21 PM
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QUOTE(The Chad @ Apr 27 2010, 11:01 PM) *

What would be a higher value? I just tried 100 and it didn't seem to help.

I'm currently starting my server with 6 bots. If I manually add a bot, it's fine. Then I add another...it gets assigned to the other team so I don't know if it's moving or not, but I know that the next bot I add, it'll get stuck. I haven't tried it on all maps, but goldrush and plr_pipeline have the same problem...on the nineth bot. Makes no sense!

In running a dedicated server, is there an easy way to see the waypoints? The last I read, I had to start a listen server...which I think to be a local server to view/change waypoints. Is that true?

Anyway, thanks for the replies and suggestions! I really appreciate the help.

-Chad


try

rcbot debug think 1
rcbot debug nav 1
rcbot debug util 1

rcbot debug bot <bot name>

but choose 1 of the debug settings alone, see what the bot that is stuck is trying to do
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The Chad
post Apr 28 2010, 09:44 PM
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QUOTE(Cheeseh @ Apr 28 2010, 01:21 PM) *

try

rcbot debug think 1
rcbot debug nav 1
rcbot debug util 1

rcbot debug bot <bot name>

but choose 1 of the debug settings alone, see what the bot that is stuck is trying to do


Can I run these commands on a dedicated server (linux)? I tried the think command and any of the above debug commands crashed the server after. I ran `rcbotd...` rather than the rcbot.

Thanks much,

-Chad
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Cheeseh
post Apr 28 2010, 10:50 PM
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QUOTE(The Chad @ Apr 28 2010, 10:44 PM) *

Can I run these commands on a dedicated server (linux)? I tried the think command and any of the above debug commands crashed the server after. I ran `rcbotd...` rather than the rcbot.

Thanks much,

-Chad

hmm they should work with rcbotd, but i can't even remember :S
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The Chad
post Apr 28 2010, 11:29 PM
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QUOTE(Cheeseh @ Apr 28 2010, 05:50 PM) *

hmm they should work with rcbotd, but i can't even remember :S


Does debug have to be compiled in? When I try the debug think command I get a list of all debug commands and they all list [can't use]. I'm using the HPB_bot2_i486.so126 listed in one of these forums...supposedly the latest .53 build.

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Cheeseh
post Apr 29 2010, 12:40 AM
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QUOTE(The Chad @ Apr 29 2010, 12:29 AM) *

Does debug have to be compiled in? When I try the debug think command I get a list of all debug commands and they all list [can't use]. I'm using the HPB_bot2_i486.so126 listed in one of these forums...supposedly the latest .53 build.


doesn't matter whather u use debug or release, these commands do the same thing (except profiling)
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