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> RCBot 1.4 BETA, For NS 3.0 + other stuff (GET IT :P)
Cheeseh
post Apr 4 2005, 10:16 AM
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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....!!
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mrbean1112
post Apr 4 2005, 02:14 PM
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does this do anything for sven coop? (add waypoints, better bots, etc wink.gif
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MarD
post Apr 4 2005, 04:39 PM
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Heyyo,

Well his A* naivgation optimizations means the bots will find their routes faster, so that means bots will move around more constantly. smile.gif

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. tongue.gif
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LordSkitch
post Apr 4 2005, 10:34 PM
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Wow! It does work... thats pretty cool. Next time they're braindead, I'll do it!
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LordSkitch
post Apr 5 2005, 09:36 AM
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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..

braindead demo

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
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LordSkitch
post Apr 8 2005, 12:21 AM
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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.
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LordSkitch
post Apr 9 2005, 12:02 AM
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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!
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LordSkitch
post Apr 9 2005, 06:09 AM
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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 braindead bots demo
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Cheeseh
post Apr 9 2005, 06:32 PM
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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 :/
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LordSkitch
post Apr 9 2005, 08:06 PM
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LOL DOH! ohmy.gif 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! biggrin.gif

They went nuts this time after 5 hrs sad.gif
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LordSkitch
post Apr 12 2005, 11:04 AM
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Alright.. sad.gif 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.
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Gruuunt
post Apr 13 2005, 04:23 AM
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Dunno No 'Linux' version yet to test :Hint: :Hint: unsure.gif
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discrepant
post May 2 2005, 12:39 AM
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Yes, Linux. Mm. *additional hints* Waiting for that Linux compile. Eagerly.
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MarD
post May 3 2005, 07:20 PM
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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!!! biggrin.gif

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. wink.gif

This post has been edited by MarD: May 3 2005, 07:25 PM
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LordSkitch
post May 4 2005, 02:22 AM
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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 tongue.gif
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DarthSailor
post May 4 2005, 11:03 PM
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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/
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Cheeseh
post May 5 2005, 10:32 AM
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its always been working with 3 though, only had some probelsm that i fixed and posted on the forum (right here tongue.gif)
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MarD
post May 5 2005, 04:16 PM
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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. tongue.gif

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.
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LordSkitch
post May 5 2005, 07:18 PM
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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..
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Cheeseh
post May 6 2005, 11:35 AM
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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
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