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InsideQC Forums • View topic - Frikbot Item desirability

Frikbot Item desirability

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Re: Frikbot Item desirability

Postby Lightning Hunter » Tue Aug 26, 2014 7:10 pm

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Re: Frikbot Item desirability

Postby Dr. Shadowborg » Sat Aug 30, 2014 12:39 am

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Re: Frikbot Item desirability

Postby Lightning Hunter » Sat Aug 30, 2014 7:57 pm

Holy moly! That's a lot of code for grenade launcher aiming. Now I can see what you mean when you said it would be difficult. :shock: Out of curiosity, did you change any other weapons for range, or just the grenade launcher?

Hopefully I added all the code corretly. Things do seem to be working much better. The bots indeed switch to a shotgun or something else when they are too far away. There are only two things I noticed after observing the bots for a bit:

-The range could be increased a bit more for the grenade launcher. I know you probably have the range set at the exact physical distance it can shoot, but I think the bots should switch to the grenade launcher a bit sooner when they are engaging in battle. Grenades also bounce, so there is a chance the first grenade might hit, even if they are slightly out of range.

-I'm not sure if you can fix this or not, but I noticed that once bots engage in a battle, they don't really switch their weapon until the battle is over. For example: Bot A spots Bot B across a large map. Bot A has a grenade launcher in his inventory, but is out of range of Bot B. Bot A switches to the standard shotgun since Bot B is out of range. However, as Bot A gets closer to Bot B, he continues using the shotgun instead of switching to the better choice of the grenade launcher. I think bots get "stuck" using whatever weapon they start with during a battle, and refuse to switch based on conditions (unless they pick up a weapon during a battle, which auto-switches for them). Bots don't use the grenade launcher often in a large open maps even if they get close enough to other bots, because they start the battle with some other weapon.

Otherwise, the code is indeed much better. :)
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Re: Frikbot Item desirability

Postby gnounc » Sun Aug 31, 2014 5:35 pm

Time to code bots bouncing grenades off of walls as they bunnyhop by!
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Re: Frikbot Item desirability

Postby Lightning Hunter » Tue Sep 02, 2014 12:09 am

Hey Shadowborg, I found a small map that often has the teleport bug AND the precision bug. I can't guarantee you will always see both bugs occur, but I saw one or the other happen quite a few times. Some of the teleporters have a waypoint before them with the "precision" flag enabled. The bots will often keep precision mode on, even after they have passed several waypoints that don't have the flag (as if they forget to turn it off).
http://fbe.am/u6o
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Re: Frikbot Item desirability

Postby Lightning Hunter » Wed Sep 03, 2014 3:55 pm

Shadowborg, if I haven't already scared you off with these requests, I have another small one that has to do with rocket launcher aiming (or lack thereof). I noticed that even on skill 3, the Frikbots kill themselves frequently with the rocket launcher (most of their suicides have to do with this). They will sometimes randomly point straight down at the ground and fire, taking away 75 health or so in the process if they aren't already dead. There seems to be no excuse for them to do so (no obstacles and no reason to shoot at the ground). It looks as if the bots are attempting to perform a rocket jump in the middle of a battle, but with no rocket jumps nearby. I'm pretty sure it is just faulty aim code with the RL. You can see this behavior consistently in the Fragtown series, which I uploaded for you here: http://fbe.am/u7v

By the way, if you ever get stuck on one of these requests (or if it's taking too long), feel free to move to another. I know that not all of this stuff will be able to be fixed. Any improvements at all will make for a better release. In fact, I've already noticed improvement with the z-axis traceline increase. I am currently going through all 700 maps that I've already waypointed, and am making sure all the lava-based maps work properly with this new update. I realized that not all the maps have blind flags turned on to allow bots to jump over lava pools from great heights. This prevented the bots from jumping off ledges. I really want this new code to stay in place, so I am updating all the lava maps (which might take several weeks).
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Re: Frikbot Item desirability

Postby Dr. Shadowborg » Wed Sep 03, 2014 10:40 pm

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Re: Frikbot Item desirability

Postby Lightning Hunter » Thu Sep 04, 2014 1:44 am

Wow, I'm glad you are checking this stuff!

I replaced the code you mentioned just now, but did see the bots continue to shoot themselves with the RL on skill 3. It almost looks intentional at times, as if they are attempting a failed rocket jump mid-battle. I think of all the bugs we have discussed, the RL aim takes the top priority. I am looking forward to seeing what you do. :)
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Re: Frikbot Item desirability

Postby Dr. Shadowborg » Mon Sep 08, 2014 8:07 pm

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Re: Frikbot Item desirability

Postby Lightning Hunter » Mon Sep 08, 2014 10:37 pm

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Re: Frikbot Item desirability

Postby Lightning Hunter » Wed Sep 10, 2014 9:18 pm

Well, add another bug to your list Shadowborg... I noticed that sometimes when a bot dies, it will try to get to the waypoint it was aiming for before it died, rather than resetting its path when it respawns. I think this mostly happens when they are blown up (possibly when they die in the air). I'm mentioning this bug so you can see if you spot it while you are testing the bots with these other issues. Once again though, I think the aiming bugs and other such issues take the top priority. Just keep an eye out for this one in case it's an easy fix.
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Re: Frikbot Item desirability

Postby Dr. Shadowborg » Thu Sep 11, 2014 12:38 am

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Re: Frikbot Item desirability

Postby frag.machine » Thu Sep 11, 2014 12:38 am

I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
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Re: Frikbot Item desirability

Postby Lightning Hunter » Thu Sep 11, 2014 1:10 am

Hey Shadowborg, is something missing from the instructions for bot_fight? I got a compile error for line 242: Unknown value "DRS_GrenadeEnergy".

Frag Machine, I'm not sure what that's from. :P

Edit: I got it to compile by changing "DRS_GrenadeEnergy" in bot_fight to "mathlib_cos". Shadowborg, can you make sure I didn't mess anything up in any of my modified qc files? After so much copying and pasting, I want to make sure everything is up to date the way it should be. This is my current source folder for the Frikbots based on your modificaitons:
http://fbe.am/uc1

I did notice huge improvements with the grenade launcher. So far, it seems perfect! As for the Rocket Launcher, the bots don't seem to fire at the ground anymore, but I did just now see a bot try to shoot another bot through a building in Fragtown3. He shot twice at the building point blank range, killing himself in the process. I think the other bot was on the other side of the building, and completely obstructed. I do want you to double check that I changed all the code correctly, however.
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Re: Frikbot Item desirability

Postby Dr. Shadowborg » Thu Sep 11, 2014 2:23 am

Only differences I see in there are an extra unneeded if (self.angle_x) in the W_FireGrenade() code (just take out the if(self.angle_x) right before self.missile_speed = 600;) and the weapon_range() step wasn't implimented.

They're trying to shoot through the building?

/me sighs

I'll take a look and see if I can't improve it a little bit, though it may mean more tracelines...
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