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Getting bots to walk on "broken ground"

 
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Orion



Joined: 12 Jan 2007
Posts: 413
Location: Brazil

PostPosted: Sun Jul 29, 2007 7:20 pm    Post subject: Getting bots to walk on "broken ground" Reply with quote

Hi there.

My bots use walkmove() for navigation, but they don't go to "broken grounds" (like start's 3rd episode walkway).
They emulate client physics, too, but when they reach these broken grounds, they spin like sensitivity 100, and can't get out of that area. They don't even strafe in that areas, they attack stopped!
They only get out when an item respawns and is visible.

The same thing happens when they're in a ledge of a ladder or something similar.

A solution for this is use the figgin tutorial, and only use movetogoal() instead of walkmove()... But walkmove() is pretty useful for strafing and roaming!

So, have any other ways to fix that?
Thanks!
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scar3crow
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Joined: 18 Jan 2005
Posts: 837
Location: Las Vegas, NV

PostPosted: Sun Jul 29, 2007 7:34 pm    Post subject: Reply with quote

Quote:
They only get out when an item respawns and is visible.

My first thought is an incredibly hacky one... Have them move for the door in the e3 hallway, so have them treat doors like items in terms of the goal.

My other thought is simply having them check their progress periodically "How far am I from where I was just a moment ago? Am I still in that spot and I'm not in combat? Pick an angle and push myself forward 200 units or so." Granted this is another terrible hack, and could have some hilarious outcomes on dm4 (spinning over a hole on the pathway, stopping, and then just walking right into the lava).

I'm obviously not a coder.. I'm pretty sure Coffee did a tutorial on walking on broken ground (or maybe it was MauveBib writing in for him back when he was known as SkinSki...) which I can't find right now but should be here http://minion.planetquake.gamespy.com/tutorial/main.htm
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Urre



Joined: 05 Nov 2004
Posts: 1073
Location: Sweden

PostPosted: Mon Jul 30, 2007 6:14 am    Post subject: Reply with quote

Orion: Frikbot tosses player-sized entities in the direction it wants to move. The tossed entities aren't affected by so called broken ground, so I'd suggest you use that instead of walkmove. My primary recommendation however is tracebox, but then you're limited to certain engines.
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HeadThump



Joined: 14 May 2006
Posts: 74
Location: Zin

PostPosted: Mon Jul 30, 2007 7:07 pm    Post subject: Reply with quote

if the maps are custom, you can use clip brushes over the sections where bots are having problems. If the height changes in the floor are minor, 4 or 8 units, it probably wont be noticeable when the bots pass over.
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scar3crow
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Joined: 18 Jan 2005
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PostPosted: Mon Jul 30, 2007 9:48 pm    Post subject: Reply with quote

Urre is on a more right track than I was ever approaching, when it comes to navigation a bot should never be concerned with something smaller than the player hull dimensions, though combat is different. Cause point size hulls are damn tiny.... But yeah, deciding if they can fit, that is basically the best way. Kinda like getting a child to walk on a wooden bridge, assuring them that the spaces in between are too small.

Headthump - Finish that massive map! I want to kill my system with architecture!
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Urre



Joined: 05 Nov 2004
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PostPosted: Mon Jul 30, 2007 9:57 pm    Post subject: Reply with quote

Headthump: clip brushes don't stop pointsize traces Sad
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Sajt



Joined: 16 Oct 2004
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PostPosted: Tue Jul 31, 2007 5:58 am    Post subject: Reply with quote

I thought they stopped SLIDEBOX but not BBOX, or something like that.
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Urre



Joined: 05 Nov 2004
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PostPosted: Tue Jul 31, 2007 7:51 am    Post subject: Reply with quote

Sajt: no, it's size related. It stops traces the size of the player and shambler, but not bullet.
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