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madmax2
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?
madmax2
I think I figured out why the vent covers in sc_doc were sometimes present and sometimes not there. I suspect it was due to me using the Massive Explosion cheat in other areas of the map. Using it may break scripts from working correctly. This became apparent while I was working on murks. About halfway into the map there is a glass partition a mini garg must break, it occurs just as a player enters the room, the garg is pre-placed and always there just waiting for the script to run. I was unknowingly killing the gard from using the massive explosion cheat from other areas of map, which means he wasn't there to break the partition.

It seems some maps have "leaks" in them, allowing the explosions to bleed through? Is there a way to adjust the strength of the massive explosion cheat?

Cheeseh
I've reduced the default explo magnitude to 512

you can now change to magnitude with

as_command rcbot.explo <magnitude>


Just another waypoint tip: You can put in some waypoints, even crouch ones, behind common cover areas, sandbags for e.g. or wall columns that bots can use to take cover,
madmax2
QUOTE(Cheeseh @ Dec 3 2018, 10:51 AM) *

I've reduced the default explo magnitude to 512

you can now change to magnitude with

as_command rcbot.explo <magnitude>
Just another waypoint tip: You can put in some waypoints, even crouch ones, behind common cover areas, sandbags for e.g. or wall columns that bots can use to take cover,

Cool, thanks... Tested it out on murks & the default magnitude is much better... smile.gif
Fixed some things on desertcircle today, bots can raise all the flags now, if not under attack. rolleyes.gif

QUOTE
Just another waypoint tip: You can put in some waypoints, even crouch ones, behind common cover areas, sandbags for e.g. or wall columns that bots can use to take cover,

Ok, will try to do that more, been focused on the other issues. Maybe I can add some to desertcircle tonite...

btw, notouch doesn't seem to work (restarts the map?)? Maybe you haven't implemented it?
Cheeseh
QUOTE(madmax2 @ Dec 4 2018, 01:14 AM) *

Cool, thanks... Tested it out on murks & the default magnitude is much better... smile.gif
Fixed some things on desertcircle today, bots can raise all the flags now, if not under attack. rolleyes.gif
Ok, will try to do that more, been focused on the other issues. Maybe I can add some to desertcircle tonite...

btw, notouch doesn't seem to work (restarts the map?)? Maybe you haven't implemented it?


No touch doesn't work the way I'd want. It just puts you in observer mode. I guess observer move kills the player so in survival mode it will restart the map.
madmax2
QUOTE(Cheeseh @ Dec 3 2018, 11:50 PM) *

No touch doesn't work the way I'd want. It just puts you in observer mode. I guess observer move kills the player so in survival mode it will restart the map.

Ok, not a huge deal, been managing without it so far... smile.gif

Been working on desertcircle today, noticed they were having trouble blowing the 1st tower, more than the 2nd tower, but both needed to be better. At the first one bots were shooting the wall, not the explosives. I fixed the problem with some waypointing voodoo/hackery, important wpt and a Staynear wpt noclipped into a crate with forced path. They still shoot the wall, but now they get close enough swinging their crowbar to blow the tower 100%, when they go to the important wpt. I didn't have an important wpt at the 2nd tower room, because to many important wpts seems to make them bypass the 1st tower room more, just a guess on that? They would blow the 2nd tower, but it might take many passes on thier way to the front door button/lever. They would shoot in there, but not do enough damage I guess, didn't check to see if they were missing the crates though? I added a couple forced loop paths through the crates, and that may be enough, without putting an important wpt in there, seems to work so far... One thing that would of made this easier, would of been the grenade wpt, but it works now... rolleyes.gif

Also spent time on that front door button/lever, they don't press it reliably, It's probably worst than 50% of the time. I changed the paths there so they can come back to it & press it, which I have seen them do a few times (but without enemies in the area). I have a forced path thru the button now, which is something that worked for the old bots, but I don't think it really helps with the AS rcbots, but doesn't seem to hurt either? As long as the wpt in the button is not the important wpt, important wpts seem to work better when they are visible to the bots. I think I noticed bots are less likely to press the button if the 2nd tower is not destroyed first. I saw something like this in the console, a lot of them:

[RCBOT]pBreakable.pev.target != '' <--- (from a search, guess I didn't save the debug_bot info, meh)

I did run debug search & bot on most of this. I'll probably add the wpt to the pack tonite, after I recheck the flags, they usually won't raise the 1st flag, but can do the other 3 flags, if they get some cover fire/protection from the player...

Request: add the wpt ID# to waypoint_info (not a huge issue, could be useful, just something I noticed a while back, just add to your long list... wink.gif)
Cheeseh
I'll probably add wpt ID displaying soon

[RCBOT]pBreakable.pev.target != '' means that they have chosen to make the breakable an enemy because it triggers something -- so they should have been trying to shoot it...

The important waypoints (and end waypoints) work like check points. Each time they reach one it is ticked off and they don't go back to it again unless they have no where else to go (i.e. if they have already been to all important waypoints). Important waypoints are also checked off if the bots cannot find a path to them. So there might be an occasion when bots cannot find a path to their next important waypoint and then they complete the first important waypoint, meaning all important waypoints will be checked off and then they might go back to the first one instead of the next one. (confusing) blink.gif it may be a kind of bug -- still need to think how to treat important waypoints better. I'd like to rename them to 'objective' or 'checkpoint' for that.

end waypoints are the same except they are more likely to go to them and don't get ticked off when they reach them (if I remember correctly)

madmax2
Past 2am here, I'll try to give more feedback tomorrow... Been thinking about wpt types and was going to ask for some some kind of sequential or priority objective wpt, but maybe there is a better way? Would it be possible for bots to know when a task has been completed for important wpts? So it would not take an important wpt off the list until the task is completed?

Attached a WIP desertcircle wpt in case you want to see what bots are doing while I sleep.... rolleyes.gif
Cheeseh
QUOTE(madmax2 @ Dec 5 2018, 10:18 AM) *

Past 2am here, I'll try to give more feedback tomorrow... Been thinking about wpt types and was going to ask for some some kind of sequential or priority objective wpt, but maybe there is a better way? Would it be possible for bots to know when a task has been completed for important wpts? So it would not take an important wpt off the list until the task is completed?

Attached a WIP desertcircle wpt in case you want to see what bots are doing while I sleep.... rolleyes.gif


Heh I know what u mean. Problem is there is no exact way to tell if an objective has been reached unless some sort of script file is also created with each waypoint/map . And in angel script you can't capture network messages ! Until then.... Night
madmax2
QUOTE(Cheeseh @ Dec 5 2018, 06:44 AM) *

Heh I know what u mean. Problem is there is no exact way to tell if an objective has been reached unless some sort of script file is also created with each waypoint/map . And in angel script you can't capture network messages ! Until then.... Night

Would it be possible to do something like a trigger wpt that would be connected to the important/objective wpt. Waypointer would place the trigger wpt inside the entity that the button/switch/wheel controls. That way rcbot would know which entity goes with each objective wpt. Then that objective can be removed once triggered. So in this map I would put the trigger wpt in the top of the flag poles, connect it to the objective wpt below it. Or put it in the front door & connect it to the switch wpt. There still would be a use for important wpts that don't need a trigger wpt, like the ammo boxes in this map they won't use without them, some stuborn door buttons, etc.

Would that get around the angelscript network message problem?

This may or may not be useful. Did Debug search on a flag pole & the front door.
CODE
desertcircle 1st Flag Pole - flag at bottom

Bottom of Flag Pole
] as_command rcbot.search
[RCBOT]player frame=42.006104 distance = 0
[RCBOT]momentary_rot_button frame=0 distance = 37.896404
[RCBOT]env_sprite frame=2.423069 distance = 26.324957
[RCBOT]trigger_setorigin frame=0 distance = 116.597122
[RCBOT]ambient_generic frame=0 distance = 99.641068
[RCBOT]env_sprite frame=2.423069 distance = 26.324957
[RCBOT]trigger_multiple frame=0 distance = 25.856707

Top of Flag Pole
] as_command rcbot.search
[RCBOT]player frame=232.499756 distance = 0
[RCBOT]momentary_rot_button frame=0 distance = 168.601257
[RCBOT]ambient_generic frame=0 distance = 33.352058
[RCBOT]multi_manager frame=0 distance = 52.80862
[RCBOT]trigger_changetarget frame=0 distance = 39.93364
[RCBOT]trigger_setorigin frame=0 distance = 80.901672
[RCBOT]ambient_generic frame=0 distance = 101.622055
[RCBOT]trigger_changetarget frame=0 distance = 33.912003

desertcircle 1st Flag Pole - flag at TOP

Bottom of Flag Pole
] as_command rcbot.search
[RCBOT]player frame=16.337158 distance = 0
[RCBOT]momentary_rot_button frame=0 distance = 35.643337
[RCBOT]env_sprite frame=3.759975 distance = 183.830551
[RCBOT]trigger_setorigin frame=0 distance = 117.557297
[RCBOT]ambient_generic frame=0 distance = 99.987526
[RCBOT]env_sprite frame=3.759975 distance = 183.830551
[RCBOT]trigger_multiple frame=0 distance = 22.459909

Top of Flag Pole
] as_command rcbot.search
[RCBOT]player frame=100.664307 distance = 0
[RCBOT]momentary_rot_button frame=0 distance = 170.345108
[RCBOT]ambient_generic frame=0 distance = 35.126118
[RCBOT]multi_manager frame=0 distance = 55.081905
[RCBOT]trigger_changetarget frame=0 distance = 42.264057
[RCBOT]env_sprite frame=15.301189 distance = 25.443098
[RCBOT]trigger_setorigin frame=0 distance = 83.473213
[RCBOT]ambient_generic frame=0 distance = 103.341576
[RCBOT]env_sprite frame=15.301189 distance = 25.443098
[RCBOT]trigger_changetarget frame=0 distance = 34.661766

---------------------------------------
Before opening front door

front door switch
] as_command rcbot.search
[RCBOT]player frame=243.323486 distance = 0
[RCBOT]func_rot_button frame=0 distance = 30.561392
[RCBOT]multi_manager frame=0 distance = 40.015934
[RCBOT]trigger_changevalue frame=0 distance = 51.466194
[RCBOT]func_wall frame=0 distance = 32.353458


Inside front door
] as_command rcbot.search
[RCBOT]player frame=93.622314 distance = 0
[RCBOT]func_door_rotating frame=0 distance = 33.731117
[RCBOT]func_door_rotating frame=0 distance = 46.112

After opening front door

front door switch
] as_command rcbot.search
[RCBOT]player frame=193.327393 distance = 0
[RCBOT]func_rot_button frame=1 distance = 22.984444
[RCBOT]multi_manager frame=0 distance = 34.347763
[RCBOT]trigger_changevalue frame=0 distance = 43.834015
[RCBOT]func_wall frame=0 distance = 26.900099


Inside front door
] as_command rcbot.search
[RCBOT]player frame=86.020752 distance = 0
[RCBOT]func_door_rotating frame=0 distance = 86.291016
[RCBOT]func_door_rotating frame=0 distance = 90.63765

The only thing I see for the flag pole would be there is no sprite there until the flag is raised
CODE
[RCBOT]env_sprite frame=15.301189 distance = 25.443098

And for the front door I can't see a change? It must be in [RCBOT]func_door_rotating somehow, probably would need to look at it with an entity editor?

The problem with this map, if bots skip a flag and if they get to the next flag, they won't be able to raise it, and the spawn area doesn't advance. No matter what is done, that first flag will always be a problem due to the enemies spawning in line of site of the flag...

I think desertcircle could be a one of a kind map? It's wide open and no way to block them from going to the next flag. With most older maps areas are blocked off by openslater & it works just fine. For newer maps i'm not sure? Probably I should check some newer maps to see what they might need?
Cheeseh
As I thought some kind of script might be needed for each important waypoint. It could look something like this...

CODE

56 env_sprite distance>100
89 func_button frame=0


I.e. important waypoint id 56 will only be ticked off if the nearest env_sprite is more than 100 units away. And 86 will be ticked off if the nearest button frame is 0. What do you think?

Can you think of any more examples for such a script?
madmax2
Oh good, wpt ID's smile.gif

That looks like it would work for the flags, but I don't really know anything about scripting. I could look for areas that might need scripts like this as I work on waypoints. Are you thinking you would need to code this into bot as needed, or thinking of adding a script system for users? I'm not sure how frequently this sort of thing is needed?

I did check button distance on several maps, most are under 30, some between 30 & 40, a few over 40, tetris maps have some non critical buttons at 50 (camera buttons).
Cheeseh
QUOTE(madmax2 @ Dec 6 2018, 04:32 AM) *

Oh good, wpt ID's smile.gif

That looks like it would work for the flags, but I don't really know anything about scripting. I could look for areas that might need scripts like this as I work on waypoints. Are you thinking you would need to code this into bot as needed, or thinking of adding a script system for users? I'm not sure how frequently this sort of thing is needed?

I did check button distance on several maps, most are under 30, some between 30 & 40, a few over 40, tetris maps have some non critical buttons at 50 (camera buttons).


I think only needed on some major. It can be optional

Other things to add to accept would be

48 env_sprite null

For no sprites meaning complete

Or

54 after=2

I.e. this one must be done after 2 is complete


Still to think of a better format

Think it will work

Cheeseh
Hey madmax, I implemented script code and added a script for desertcricle but it is still incomplete, maybe you can complete it -- mainly because I am unfamiliar with the map. ( Check the GIT for latest )

Scritps will be stored in /scr/ folder as ini files ( <mapname>.ini )

They are like CSV files, the format is the following

(# are comments)

CODE

#WID, prev, entity search, parameter, operator, value
51,    -1,    env_sprite,  distance,        >,  150
100,    51,   env_sprite,  distance,        >,  180


WID is waypoint ID
prev is previous important waypoint that needs to be complete
entity_search is the name of the nearest entity to check (.e.g env_sprite)
parameter is one of the following (more may be added)
  • distance (must be less than 512)
  • frame ( a non zero frame for buttons usually means it has already been pressed )
operator is the operator to apply on parameter and value
possible parameters are
  • > (greater than)
  • = (equals)
  • < (less than)
value is the value to check the parameter against using the operator

In the desertcircle example

CODE

51,    -1,    env_sprite,  distance,        >,  150


waypoint 51 must be an "important" waypoint. and no previous waypoint is required, i.e. -1 (anything less than zero will also be acceptable). It will search the nearest env_sprite and if the distance is greater than 150 units, then the important waypoint will be considered "COMPLETE"

If the parameter is "null" then it will check to make sure that an env_sprite doesn't exist within 512 units
CODE

51,    -1,    env_sprite,  null,        null,  null


The second important waypoint I added was this one

CODE

100,    51,   env_sprite,  distance,        >,  180


meaning important waypoint ID 100 can only be done once waypoint ID 51 is complete

run in developer mode 1 and add one bot to see some debug "SCRIPT" output.

can you try to comeplete the desertcircle one ? then we can think about other maps and any other "parameters" we might need.

If a script doesn't eists then the bots will just do what they did previously
madmax2
Nice smile.gif , I'll give it a try today... Have some distractions going on this morning ...
Cheeseh
QUOTE(madmax2 @ Dec 6 2018, 06:58 PM) *

Nice smile.gif , I'll give it a try today... Have some distractions going on this morning ...


Cool, I also ajust added an hplanet script (need to use the hplanet waypoints in the rcw/ folder tho, not store) . they need help with the first gate at the water but after that they should follow every objective in order. I just made an update as I just found a bug in the script stuff, so download again maybe...

btw you can also do this now

as_command rcbot.search <distance>

e.g.


as_command rcbot.search 512


will show all entities nearby in 512 units which is what the script will use

also I'm going to change it to use entity index instead of just classname, as they appear to be the same each time and then we can focus on a particular entity that doesn't need to be so nearby

Edit:
So it now uses entity index instead of classname so we can choose a particular entity


desert circle I made is like this so far

CODE

#WID, prev, entity search, parameter, operator, value
51,    -1,    54,  distance,        >,  150
100,    51,   60,  distance,        >,  180
190,   100,   71,  distance,        >,  179


search will now output the ID

CODE


] as_command rcbot.search 100
[RCBOT]2 : player frame=66.735565 distance = 0.000001
[RCBOT]63 : weapon_handgrenade frame=0 distance = 8
[RCBOT]77 : weapon_357 frame=0 distance = 8
[RCBOT]186 : func_pushable frame=0 distance = 95.700264
[RCBOT]187 : func_pushable frame=0 distance = 91.161781
[RCBOT]196 : multi_manager frame=0 distance = 94.747131
[RCBOT]199 : scripted_sequence frame=0 distance = 38.285847
[RCBOT]205 : func_button frame=0 distance = 28.884043
[RCBOT]280 : weapon_9mmhandgun frame=0 distance = 8
[RCBOT]281 : weapon_crowbar frame=0 distance = 8
[RCBOT]282 : weapon_medkit frame=0 distance = 8




now hplanet script looks like

CODE

#WID, prev, entity search, parameter, operator, value
71,    -1,    204, distance,        >,  280
91,    -1,    205, frame,        =,  1
129,    71,   238,  frame,        =,  1
164,   129,  336,  frame,        =,  1
176,   164,   325, null, null, null
180,   176,   391, frame, =, 1
196,   180,   400, frame, =, 1
193,   196,   423, distance, >, 180


I also added a teleport_wpt <wpt id> command
madmax2
Ok I have the new one smile.gif . Will have to study this some, as scripts are not my strong point blink.gif .
Cheeseh
QUOTE(madmax2 @ Dec 6 2018, 08:37 PM) *

Ok I have the new one smile.gif . Will have to study this some, as scripts are not my strong point blink.gif .

great. Also added another argument to the teleport_wpt command

teleport_wpt important

will teleport you to a random 'important' waypoint
madmax2
QUOTE(Cheeseh @ Dec 6 2018, 03:00 PM) *

great. Also added another argument to the teleport_wpt command

teleport_wpt important

will teleport you to a random 'important' waypoint

Nice, smile.gif

Finally got to this, here is what I did so far...

CODE
#WID, prev, entity search, parameter, operator, value
51,    -1,    54,  distance,        >,  150
#100,    51,   60,  distance,        >,  180
99,    51,    60,  distance,        >,  200
190,   99,   71,  distance,        >,  179
307,   190,   114, distance,        >,  180

I added the last flag and changed the 2nd flag, but not tested yet. Wanted to ask a couple questions before it got to late for you (well perhaps it's to late now rolleyes.gif )...

I changed the 2nd flag because my important wpt is the wpt just before the wpt at the bottom of the flag. I've been using wait & staynear flags in combination with importants at some buttons and wheels, it seemed to help them see the buttons/wheels. Is this unnessesary now, or just do what works best?

Also, does the important need to be right on the button/wheel/flag? My guess is it doesn't need to be and what I did at the 2nd flag should work?

CODE
important(99) --- staynear,wait(bottom of flag pole)(100)

At the explosives I have this before it blows, its removed after it blows:

CODE
[RCBOT]97 : func_breakable frame=0 distance = 57.762028

So can I do this?

CODE
219,   190,   97,  null,  null,  null

Insert that between 3rd & 4th flags and modify last flag prev to 219

Then at the front door switch I have this...

CODE
[RCBOT]104 : func_rot_button frame=0 distance = 16.802603

So I would do this (important is currently on the wpt before the switch wpt & i'm skipping the 2nd explosive area for now):

CODE
335,   219,   104, frame,  =,  1

And again change last flag prev to 335

So, I will end up with this:

CODE
#WID, prev, entity search, parameter, operator, value
51,    -1,    54,  distance,        >,  150
#100,    51,   60,  distance,        >,  180
99,    51,    60,  distance,        >,  200
190,   99,   71,  distance,        >,  179
219,   190,   97,  null,  null,  null
335,   219,   104, frame,  =,  1
307,   335,   114, distance,        >,  180

Wanted to ask is spacing not important, on these comma seperated ini's?
Cheeseh
Looking good. Yes spaces are not important

Also you might have noticed I added x , y and z as possible parameters. The search will show this now too. I think is is better tham distance for some thinga sucg as the flags and doors etc.

Yes if the entity dissapears use null,null,null should work

Let me know how they do on the map now

The important waypoint needs to be within about 100 units of the button near the flag so bots know which button to press.
madmax2
Well I went to test my script and somethings not working right? I cleaned it up it now looks like this:

CODE
#WID, prev, entity search, parameter, operator, value
51,     -1,    54,  distance,        >,  150
99,     51,    60,  distance,        >,  200
190,    99,    71,  distance,        >,  179
219,   190,    97,      null,     null,  null
335,   219,   104,     frame,        =,  1
307,   335,   114,  distance,        >,  180

Bots seem to be freezing up when my script is enabled in the spawn room (i'm adding them manually, not from quota)...

developer 1 shows this as soon as bot is added.

CODE
Created bot [m00]3gg
[RCBOT]CheckScriptOperator 14.408648>150
[RCBOT]CheckScriptOperator result is FALSE
[RCBOT]SCRIPT Waypoint 51 BotWaypointScriptResult_Incomplete
[RCBOT]CheckScriptOperator 14.408648>150
[RCBOT]CheckScriptOperator result is FALSE
[RCBOT]SCRIPT isObjectiveComplete(script.previous_id) != BotWaypointScriptResult_Complete
[RCBOT]SCRIPT Waypoint 99 BotWaypointScriptResult_Previous_Incomplete
[RCBOT]SCRIPT no script found for wpt id 102
[RCBOT]SCRIPT Waypoint 102 BotWaypointScriptResult_Error
[RCBOT]SCRIPT no script found for wpt id 104
[RCBOT]SCRIPT Waypoint 104 BotWaypointScriptResult_Error
[RCBOT]CheckScriptOperator 14.408648>150
[RCBOT]CheckScriptOperator result is FALSE
[RCBOT]SCRIPT isObjectiveComplete(script.previous_id) != BotWaypointScriptResult_Complete
[RCBOT]SCRIPT isObjectiveComplete(script.previous_id) != BotWaypointScriptResult_Complete
[RCBOT]SCRIPT Waypoint 190 BotWaypointScriptResult_Previous_Incomplete
[RCBOT]CheckScriptOperator 14.408648>150
[RCBOT]CheckScriptOperator result is FALSE
[RCBOT]SCRIPT isObjectiveComplete(script.previous_id) != BotWaypointScriptResult_Complete
[RCBOT]SCRIPT isObjectiveComplete(script.previous_id) != BotWaypointScriptResult_Complete
[RCBOT]SCRIPT isObjectiveComplete(script.previous_id) != BotWaypointScriptResult_Complete
[RCBOT]SCRIPT Waypoint 219 BotWaypointScriptResult_Previous_Incomplete
[RCBOT]CheckScriptOperator 14.408648>150

So I thought perhaps this was pointing to the first wpt in the script?

CODE
[RCBOT]CheckScriptOperator 14.408648>150
[RCBOT]CheckScriptOperator result is FALSE
[RCBOT]SCRIPT Waypoint 51 BotWaypointScriptResult_Incomplete

So I rechecked the first flag with search...

CODE
[RCBOT]54 : env_sprite frame=5.738934 distance = 14.485841    <--- flag is down

[RCBOT]54 : env_sprite frame=4.834347 distance = 183.264664   <--- flag is up

Does that mean I need to increase the distance value closer to say 180 ? But the more I think about it, that appears to be working correctly?

The other thing I noticed that may or may not be related is these errors, it doesn't look right to me unsure.gif :

CODE
[RCBOT]SCRIPT no script found for wpt id 102
[RCBOT]SCRIPT Waypoint 102 BotWaypointScriptResult_Error
[RCBOT]SCRIPT no script found for wpt id 104
[RCBOT]SCRIPT Waypoint 104 BotWaypointScriptResult_Error

So I tried to teleport to wpts 102 & 104, and it just sends me to the wrong wpt a couple wpts away. Teleport_wpt works correctly if I go to known good wpts. Those wpts don't appear to exist!

QUOTE
The important waypoint needs to be within about 100 units of the button near the flag so bots know which button to press.

I believe all are within 100, but I'll double check that...

Request: With old rcbot, I think we could put godmode & notarget on the bots. That would speed up testing objectives greatly... smile.gif

Suggestion: Make scripts readable from the store folder like rcwa, for now i'm making extra copies in the scr folder To protect my modifed ini's. Along the same idea, I believe other AS plugins can use the store folder? You might want have rcbot subfolders in store, to keep modified/saved rcbot files (rcwa & ini) separate?


Cheeseh
QUOTE

developer 1 shows this as soon as bot is added.

CODE

Created bot [m00]3gg
[RCBOT]CheckScriptOperator 14.408648>150
[RCBOT]CheckScriptOperator result is FALSE
[RCBOT]SCRIPT Waypoint 51 BotWaypointScriptResult_Incomplete




This looks Okay, its just saying that 14 > 150 is FALSE (distance from flag is not > 150) so the waypoint 51 is an incomplete objective (as flag is still at bottom), and bots should try to go to that one. > 180 might be more correct. But if it works fine, no need to change. Also you could try using "z" instead of distance to make things maybe easier.

QUOTE


The other thing I noticed that may or may not be related is these errors, it doesn't look right to me unsure.gif :

CODE

[RCBOT]SCRIPT no script found for wpt id 102
[RCBOT]SCRIPT Waypoint 102 BotWaypointScriptResult_Error
[RCBOT]SCRIPT no script found for wpt id 104
[RCBOT]SCRIPT Waypoint 104 BotWaypointScriptResult_Error




These are "important" waypoints that haven't been put into the script. Check when teleporting again, does it take you to an important waypoint. If it does, remove the waypoint type "important" or add a line to the script. Either way the "BotWaypointScriptResult_Error" is just saying "bots will ignore this waypoint".

QUOTE


Request: With old rcbot, I think we could put godmode & notarget on the bots. That would speed up testing objectives greatly... smile.gif



Yeah I think that'd be good. Maybe a bot_dont_shoot too so bots don't get hung up trying to attack enemies

QUOTE

Suggestion: Make scripts readable from the store folder like rcwa, for now i'm making extra copies in the scr folder To protect my modifed ini's. Along the same idea, I believe other AS plugins can use the store folder? You might want have rcbot subfolders in store, to keep modified/saved rcbot files (rcwa & ini) separate?


yeah that's what I've also been thinking.... I will move these around tonight
madmax2
I partly figured out what is causing the problem. I know why I could not teleport to wpts 102 & 104. They were objective wpts that I added for the old rcbots, so they would exit the spawn room. They are just past the weapons in the spawn room exits which I guess are warpzones. teleporting didn't take me anywhere near the spawn exits. The other reason there are wpts in those exits is the spawn room is not part of the main area, so if I connect a path from one side of the exit to the other side, the path goes sideways into the wall...

The thing I can't explain is this "fix" for the old bots was working for rcbot-AS until I enable the script. Then they either won't leave the spawn room or are very very slow to do so. If I teleport the bots out of the spawn room with the script running, they take off running. If I disable the script, bots will leave the spawn room as I have it waypointed. If I remove the important flags from the 2 waypoints in the warpzones by noclipping underneath, then bots again won't leave the spawn room! This was the same symptom I had with the old rcbots.

For some reason the scripts break my wpt fix here? Maybe I can tweak it, try to get them to jump into the exits some how. Could be a problem without notouch... I'll try tommorrow, unless you can figure out something from the script or code end??? Oh just noticed the time, zzzzzzzzz..... blink.gif
Cheeseh
did you connect a path from the spawn room "warpzone" waypoint to the destination. Is it a teleport waypoint? You can try removing the teleport flag if it doesn't help. Use notouch and increase mp_respawnwavetime (i think) to go into observer mode long enough to change the waypoint in the warpzone
madmax2
QUOTE(Cheeseh @ Dec 7 2018, 03:03 AM) *

did you connect a path from the spawn room "warpzone" waypoint to the destination. Is it a teleport waypoint? You can try removing the teleport flag if it doesn't help. Use notouch and increase mp_respawnwavetime (i think) to go into observer mode long enough to change the waypoint in the warpzone

Just got up blink.gif . I'll have to check the path, it is possible it's not connected all the way thru. If the path to the destination was causing them to miss the exits some, I probably didn't connect it? It's not a teleport wpt, I could try that too? While I was sleeping last night tongue.gif , I thought perhaps they needed to be added to the script somehow, with equal importance? I'll try your suggestions first... Have food shopping to do first though... wink.gif
Cheeseh
I've changed the code so it looks in the rcw folder for the scripts or store folder (checks store folder first)

I updated desertcircle.ini

looks like you wrote 99 instead of 100 (at least that's the waypoint ID on my desertcircle rcw) The wpt id must be the 'important' waypoint id. I put the rcw in git too with the ini. I've also changed the distances to use 'z'.

CODE

#WID, prev, entity search, parameter, operator, value
51,     -1,    54,  z,        >,  314
100,     51,    60,  z,        >,  1000
190,    99,    71, z,        >, 558
219,   190,    97,      null,     null,  null
335,   219,   104,     frame,        =,  1
307,   335,   114,  z,        >,  1109


The waypoints at warp zones are now not important waypoints and have paths to the exits, bots go through them when they spawn. The problem was that because the important waypoints were not in the script and they did not have paths to the exit, they were ignored, and bots couldn't find paths to the other waypoints. so best keeping paths to waypoints via teleports. Also if the teleport is a shortcut you should make it a 'teleport' waypoint. If it isn't a shortcut, no need.
madmax2
Yeah, my important wpt is at 99, it's not the wpt at the bottom of the flag pole, its the one just before. Been busy with a couple things today, so just getting back to this... When I saw those important wpts in the warpzones, I thought that might be a problem, but sounds like I didn't have the paths connected all the way through, as well. So when removing the important flags, of course they would just want to camp out in the spawn room. That all make sense now rolleyes.gif .

I will check out what you did and merge in any changes to the wpt that are needed...

QUOTE
I've also changed the distances to use 'z'.


Is z better for some reason, and will distance or z work now?
madmax2
After that spawn room issue, I finally got to see them working with a script... smile.gif

Been doing some more testing & tweeking the desertcircle wpt & script. I have them working good at most the flags. And they do work at the switch, but that may need a bit more tweeking? The big problem is at the 1st tower explosives.

This only works for one cycle:

CODE
219,   190,    97,      null,     null,  null


But i'm not sure if it is causing a problem, except it looks like it breaks the script? I do know they pressed the switch after this, but they went past it a few times before doing so, as if there was no script? I need to test that again... I don't think it should do this?

CODE
[RCBOT]SCRIPT Waypoint 51 COMPLETE (NOT AVAILABLE)
[RCBOT]SCRIPT Waypoint 99 COMPLETE (NOT AVAILABLE)
[RCBOT]SCRIPT Waypoint 190 COMPLETE (NOT AVAILABLE)
[RCBOT]SCRIPT Waypoint 219 COMPLETE (NOT AVAILABLE)   <--- this, 1st tower explosives, null
[RCBOT]SCRIPT Waypoint 307 INCOMPLETE (NOT AVAILABLE)
[RCBOT]SCRIPT Waypoint 335 AVAILABLE  <--- switch
[m00]wh3y blew up.
L 07/12/2018 - 22:55:44: "[m00]c0w<3><BOT><players>" stats: frags="94.44" deaths="12" health="0"
[m00]c0w was killed by a Soldier.
[RCBOT]SCRIPT Waypoint 51 COMPLETE (NOT AVAILABLE)
[RCBOT]SCRIPT Waypoint 99 COMPLETE (NOT AVAILABLE)
[RCBOT]SCRIPT Waypoint 190 COMPLETE (NOT AVAILABLE)
[RCBOT]SCRIPT Waypoint 219 AVAILABLE                 <--- then this
[RCBOT]SCRIPT Waypoint 307 INCOMPLETE (NOT AVAILABLE)
[RCBOT]SCRIPT Waypoint 335 INCOMPLETE (NOT AVAILABLE)    <--- switch I'm certain the switch was not pressed at this time, because I saw it pressed later
[RCBOT]SCRIPT Waypoint 51 COMPLETE (NOT AVAILABLE)
[RCBOT]SCRIPT Waypoint 99 COMPLETE (NOT AVAILABLE)
[RCBOT]SCRIPT Waypoint 190 COMPLETE (NOT AVAILABLE)
[RCBOT]SCRIPT Waypoint 219 AVAILABLE
[RCBOT]SCRIPT Waypoint 307 INCOMPLETE (NOT AVAILABLE)
[RCBOT]SCRIPT Waypoint 335 INCOMPLETE (NOT AVAILABLE)


Also, I think bots might be ignoring some unscripted important wpts when using a script. I removed 219 from the script, and I never saw them go to it after that, and they didn't blow the first tower. I should retest that to be sure that they just are not missing the explosives with their crowbar? They would blow this tower well without a script and my most recent wpt.

Note: wpt 99 works way better for bots raising the 2nd flag...

Thanks for adding this script system, I can see now it will help a great deal... Bots are much better focused on the flags in this map now... smile.gif
Cheeseh
bots do ignore unscripted waypoints, if you want bots to always go there just put -1 as the entity index - (but bots will always try to go back even if they cant)


Any way I found an issue, turned out bots preferred to move towards trigger_once's before using momentary buttons, so I've changed the order. I might add this to script.

I hopefully fixed the explosive issue as the entities are now remembered at initialization only, and checked against their current status.

I've added ability to put godmode, notarget on bots now.

Also in the spawn room it might be a good idea to put some more waypoints in so bots can choose either sniper or solder more often based on where they spawn, at the moment theres only one waypoint in the middle of the room and bots spawning near the sniper zone are running towards the soldier one.




Cheeseh
just edited the sc_doc waypoint and added a script for that, you can check it out. (should have really added comments to script)
madmax2
Great stuff smile.gif ... I just grabbed the new one... Will try to get desertcircle update released today, hopefully... I'll try to get the script working on the explosives...

Did you use my updated sc_doc rcwa from my pack? It was much better than the previous ones...
Cheeseh
QUOTE(madmax2 @ Dec 8 2018, 05:29 PM) *

Great stuff smile.gif ... I just grabbed the new one... Will try to get desertcircle update released today, hopefully... I'll try to get the script working on the explosives...

Did you use my updated sc_doc rcwa from my pack? It was much better than the previous ones...


Hey madmax. Yeah i think it was the latest one . Althoguh i remobed the important waypoints in the wall now as they seem to be doing ok without them with the script.... The momentary door with the wedge is still a bit troublesome though
madmax2
Ok, I'll look at that too. So with the momentary buttons fix, wpts don't need to be noclipped into the buttons. Yeah, those were done for the old bots when they couldn't see the buttons. I probably should just remove wpts like that?

QUOTE
Also in the spawn room it might be a good idea to put some more waypoints in so bots can choose either sniper or solder more often based on where they spawn, at the moment theres only one waypoint in the middle of the room and bots spawning near the sniper zone are running towards the soldier one.

Yep, saw that too, done...

QUOTE
I've added ability to put godmode, notarget on bots now.

Thanks smile.gif

Nice, thanks Poka...
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Poka
I made waypoints for the sc_tropical map series. The bots can finish all the maps without problems by themselves. It works fine on Windows listenserver but on my Linux dedicated server the script isn't updating. unsure.gif

Listenserver
CODE

"We have found the Blue key ! We can open all Blue doors !"
[RCBOT]SCRIPT Waypoint 6 COMPLETE (NOT AVAILABLE)
[RCBOT]SCRIPT Waypoint 22 AVAILABLE
[RCBOT]SCRIPT Waypoint 65 INCOMPLETE (NOT AVAILABLE)
[RCBOT]SCRIPT Waypoint 74 INCOMPLETE (NOT AVAILABLE)
[RCBOT]SCRIPT Waypoint 81 ERROR (NOT IN SCRIPT)
[RCBOT]SCRIPT Waypoint 102 INCOMPLETE (NOT AVAILABLE)
[RCBOT]SCRIPT Waypoint 112 INCOMPLETE (NOT AVAILABLE)
[RCBOT]SCRIPT Waypoint 123 INCOMPLETE (NOT AVAILABLE)
[RCBOT]SCRIPT Waypoint 131 INCOMPLETE (NOT AVAILABLE)
[RCBOT]SCRIPT Waypoint 133 INCOMPLETE (NOT AVAILABLE)


Dedicated server
CODE

"We have found the Blue key ! We can open all Blue doors !"
[RCBOT]SCRIPT Waypoint 6 AVAILABLE
[RCBOT]SCRIPT Waypoint 22 INCOMPLETE (NOT AVAILABLE)
[RCBOT]SCRIPT Waypoint 65 INCOMPLETE (NOT AVAILABLE)
[RCBOT]SCRIPT Waypoint 74 INCOMPLETE (NOT AVAILABLE)
[RCBOT]SCRIPT Waypoint 81 ERROR (NOT IN SCRIPT)
[RCBOT]SCRIPT Waypoint 102 INCOMPLETE (NOT AVAILABLE)
[RCBOT]SCRIPT Waypoint 112 INCOMPLETE (NOT AVAILABLE)
[RCBOT]SCRIPT Waypoint 123 INCOMPLETE (NOT AVAILABLE)
[RCBOT]SCRIPT Waypoint 131 INCOMPLETE (NOT AVAILABLE)
[RCBOT]SCRIPT Waypoint 133 INCOMPLETE (NOT AVAILABLE)
Cheeseh
Could be the entity index isn't the same. Will need to see how the striper plugin worked for hl and do the same thing. Could be will need to bring back in classname instead of index and some other stuff
madmax2
Bad news, explosives/breakables still seem to be a problem. Initially I thought it was working good, it went for several cycles ok, they even did the switch afterwards, but then the breakable became available again. Then I noticed later it again showed COMPLETE (NOT AVAILABLE)! It seems to go back and forth now, and that makes the switch part do the same, but I think its the breakable causing it? It may have to do with bots dieing & respawning, but it didn't seem to track with that, seems more random?

1st tower changed to wpt 452, they crowbar the explosives better, 1st bot does it now

CODE

[RCBOT]SCRIPT Waypoint 51 COMPLETE (NOT AVAILABLE)
[RCBOT]SCRIPT Waypoint 99 COMPLETE (NOT AVAILABLE)
[RCBOT]SCRIPT Waypoint 190 COMPLETE (NOT AVAILABLE)
[RCBOT]SCRIPT ENTITY 97 NOT FOUND
[RCBOT]SCRIPT Waypoint 307 AVAILABLE
[RCBOT]SCRIPT ENTITY 97 NOT FOUND
[RCBOT]SCRIPT Waypoint 335 COMPLETE (NOT AVAILABLE)
[RCBOT]SCRIPT ENTITY 97 NOT FOUND
[RCBOT]SCRIPT Waypoint 452 COMPLETE (NOT AVAILABLE)
[m00]wh3y was killed by a Soldier.
L 08/12/2018 - 11:35:56: "MadMax2<5><STEAM_ID_LAN><players>" stats: frags="29.00" deaths="1" health="100"
[RCBOT]SCRIPT Waypoint 51 COMPLETE (NOT AVAILABLE)
[RCBOT]SCRIPT Waypoint 99 COMPLETE (NOT AVAILABLE)
[RCBOT]SCRIPT Waypoint 190 COMPLETE (NOT AVAILABLE)
[RCBOT]SCRIPT Waypoint 307 INCOMPLETE (NOT AVAILABLE)
[RCBOT]SCRIPT Waypoint 335 INCOMPLETE (NOT AVAILABLE)
[RCBOT]SCRIPT Waypoint 452 AVAILABLE
[RCBOT]SCRIPT Waypoint 51 COMPLETE (NOT AVAILABLE)
[RCBOT]SCRIPT Waypoint 99 COMPLETE (NOT AVAILABLE)
[RCBOT]SCRIPT Waypoint 190 COMPLETE (NOT AVAILABLE)
[RCBOT]SCRIPT Waypoint 307 INCOMPLETE (NOT AVAILABLE)
[RCBOT]SCRIPT Waypoint 335 INCOMPLETE (NOT AVAILABLE)
[RCBOT]SCRIPT Waypoint 452 AVAILABLE
Cheeseh
did you update to the latest source ? I noticed a bug where the entity would only update once the first bot is added, also it uses "EHandle" now so once the breakable disappears it should stay that way in the code (I would think anyway....) entity indexes get re-used which is why it might flicker in and out. But using the "Ehandle" method it shouldn't do it, so no idea why. Also if you use as_reloadplugins during play it might break the script

edit:

crap noticed the bug -- it was continuously updating the entity when it shouldn't... updated the git

@Poka, are you able to run as_command rcbot.search whilst connected as client on your dedicated server to see what the differences in entity index are?

If there is no pattern I guess for now you'll need to make separate inis for dedicated / listen server
Poka
QUOTE(Cheeseh @ Dec 8 2018, 11:57 PM) *

@Poka, are you able to run as_command rcbot.search whilst connected as client on your dedicated server to see what the differences in entity index are?


On listenserver for example the first func_button is
CODE

[RCBOT]371 : func_button frame=0 distance = 41.510525 (x=-752,y=-1552,z=-380)


and on dedicated 371 is
CODE

[RCBOT]371 : func_wall frame=0 distance = 1589.815918 (x=-1815,y=-2241,z=-298)


So yeah thats the problem
Cheeseh
QUOTE(Poka @ Dec 8 2018, 10:25 PM) *

On listenserver for example the first func_button is
CODE

[RCBOT]371 : func_button frame=0 distance = 41.510525 (x=-752,y=-1552,z=-380)


and on dedicated 371 is
CODE

[RCBOT]371 : func_wall frame=0 distance = 1589.815918 (x=-1815,y=-2241,z=-298)


So yeah thats the problem


are you able to find the entity index of the button ? ....and some others to see if there is any pattern? Also what kind of dedicated server is it? windows or Linux?
Poka
QUOTE(Cheeseh @ Dec 9 2018, 12:28 AM) *

are you able to find the entity index of the button ? ....and some others to see if there is any pattern? Also what kind of dedicated server is it? windows or Linux?


CODE

371 -> [RCBOT]375 : func_button frame=0 distance = 1800.630371 (x=-752,y=-1552,z=-380)
374 -> [RCBOT]378 : func_button frame=0 distance = 807.25647 (x=-1688,y=-3360,z=-380)
376 -> [RCBOT]380 : func_button frame=0 distance = 2159.506592 (x=-1880,y=-1448,z=-588)


Yeah theres definitely a pattern smile.gif The first values are from listenserver on Windows and the latter from dedicated server on linux.

The first value the search was able to find on the dedicated server was

CODE

[RCBOT]5 : player frame=3.457172 distance = 0 (x=-881.473328,y=-3347.683838,z=-347.96875)


so it skips the first 4 ones for some reason


Actually now that I think about it, my dedicated server has always 4 bots running so are they counted towards the index too?


Tried adding one more bot (5 total plus me) and now I also got all the player entities correctly
CODE

[RCBOT]1 : player frame=156.495102 distance = 1151.827637 (x=-1170.932861,y=-2341.823242,z=-347.96875)
[RCBOT]2 : player frame=24.04043 distance = 1121.362793 (x=-581.648376,y=-2306.43335,z=-347.96875)
[RCBOT]3 : player frame=28.526785 distance = 1730.447754 (x=-1469.914429,y=-1840.262695,z=-347.96875)
[RCBOT]4 : player frame=145.006577 distance = 1294.488281 (x=-1468.301636,y=-2336.510742,z=-347.997498)
[RCBOT]5 : player frame=255.729248 distance = 0 (x=-752.03125,y=-3414.776367,z=-347.96875)
[RCBOT]6 : player frame=123.813286 distance = 1115.819824 (x=-893.496643,y=-2307.960449,z=-347.96875)


and the button is still

CODE

[RCBOT]375 : func_button frame=0 distance = 1863.051758 (x=-752,y=-1552,z=-380)


so that wasnt the problem
Poka
Nvm
madmax2
QUOTE(Cheeseh @ Dec 8 2018, 01:57 PM) *

did you update to the latest source ? I noticed a bug where the entity would only update once the first bot is added, also it uses "EHandle" now so once the breakable disappears it should stay that way in the code (I would think anyway....) entity indexes get re-used which is why it might flicker in and out. But using the "Ehandle" method it shouldn't do it, so no idea why. Also if you use as_reloadplugins during play it might break the script

edit:

crap noticed the bug -- it was continuously updating the entity when it shouldn't... updated the git

Oh no, Crap again ohmy.gif Tried dec 9 build c5625fca742c0f5596297bab412b8a97263addc3

Had bot notargeted at 1st flag and the important wpt was not getting checked off the list...

Then I noticed bots are not respawning after they die!!! ohmy.gif

Which build are you using Poka? Have you tried newest?
Poka
QUOTE(madmax2 @ Dec 9 2018, 02:16 AM) *

Oh no, Crap again ohmy.gif Tried dec 9 build c5625fca742c0f5596297bab412b8a97263addc3

Had bot notargeted at 1st flag and the important wpt was not getting checked off the list...

Then I noticed bots are not respawning after they die!!! ohmy.gif

Which build are you using Poka? Have you tried newest?


Yeah Im using the latest one. The bots either suicide or get killed and never spawn again sad.gif

IPB Image
madmax2
Yeah sad.gif ... Cheeseh's probably gone to bed too... Might have to revert back to previous version if I want to do any more tonite...

[edit]I guess we can forgive him lol ... We are on like the 28th build!!! been keeping track...
Poka
QUOTE(madmax2 @ Dec 9 2018, 02:26 AM) *

Yeah sad.gif ... Cheeseh's probably gone to bed too... Might have to revert back to previous version if I want to do any more tonite...


For me the problem seems to have started at 9a3326686c24a642f26097e4f3ac704ae71fba93
The bots just keep suiciding but they can still spawn laugh.gif

madmax2
QUOTE(Poka @ Dec 8 2018, 04:33 PM) *

For me the problem seems to have started at 9a3326686c24a642f26097e4f3ac704ae71fba93
The bots just keep suiciding but they can still spawn laugh.gif

Thats about 2 builds back, wierd. I haven't had spawning problem until now. I did notice them running past important wpts that were not checked off the list, but I think that was a few builds back???
Cheeseh
QUOTE(madmax2 @ Dec 9 2018, 12:43 AM) *

Thats about 2 builds back, wierd. I haven't had spawning problem until now. I did notice them running past important wpts that were not checked off the list, but I think that was a few builds back???


wtf -- I thought they were only supposed to do this in survival mode --- oh well, reverted it for now until the bug is fixed....

https://github.com/rcbotCheeseh/RCBotSven5/...b9023142bdb2134

bots will still suicide if there is nothing to do, e.g. they are not near any waypoints so that they should respawn (in case they got stuck in a chasm or something)
Poka
Listenserver seems to be working again. The bots work on non-scripted maps on linux dedicated server too but on the scripted ones they're confused and keep suiciding due to the different indexes.

Has anyone tried running on windows dedicated server?
Cheeseh
QUOTE(Poka @ Dec 9 2018, 02:34 PM) *

Listenserver seems to be working again. The bots work on non-scripted maps on linux dedicated server too but on the scripted ones they're confused and keep suiciding due to the different indexes.

Has anyone tried running on windows dedicated server?


try the latest version and put

script_entity_offset 4

into the bot config.ini as a new line for dedicated server , see if it works , i can't test. this will add 4 to all offsets when loaded (it can also be negative to subtract)
Poka
QUOTE(Cheeseh @ Dec 9 2018, 06:06 PM) *

try the latest version and put

script_entity_offset 4

into the bot config.ini as a new line for dedicated server , see if it works , i can't test. this will add 4 to all offsets when loaded (it can also be negative to subtract)


Yeah that did the trick smile.gif
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