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InsideQC Forums • View topic - Frikbot Item desirability

Frikbot Item desirability

Discuss Artificial Intelligence and Bot programming.

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Re: Frikbot Item desirability

Postby Dr. Shadowborg » Tue Sep 23, 2014 11:06 pm

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Re: Frikbot Item desirability

Postby Lightning Hunter » Wed Sep 24, 2014 3:09 am

Last edited by Lightning Hunter on Wed Sep 24, 2014 6:33 pm, edited 1 time in total.
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Re: Frikbot Item desirability

Postby Lightning Hunter » Wed Sep 24, 2014 6:21 pm

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Re: Frikbot Item desirability

Postby Dr. Shadowborg » Wed Sep 24, 2014 11:09 pm

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Re: Frikbot Item desirability

Postby Lightning Hunter » Wed Sep 24, 2014 11:50 pm

Man, you are fast! So far, it does look like the precision bug is fixed. I will continue to observe the bots to see if there are any other issues in this regard. The teleport bug is indeed fixed with the water issue in Dranzdm4, but there is still a remaining issue with teleporters. I found a map in which this is really evident:
http://fbe.am/ulM

There is one teleporter in particular near a blue armor/GL in which the bot will enter the teleporter, but instantaneously be teleported back to the same area (you hear the teleport sound twice in rapid succession; its almost hard to notice the sound being played twice). The bot will then try to get toward the incorrect waypoint, running in to a corner as a result.

Also take a look at this map if you want to see more teleporter issues (it may be the same issue):
http://fbe.am/ulN

I'm not sure exactly what is going on in this map, but the bots will quite frequently teleport, get "disoriented", and walk toward a wall (probably because they didn't register teleporting correctly). In fact, there is a whole plethora of teleport bugs going on in this map. You might be even more likely to spot them here than the first map I posted.
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Re: Frikbot Item desirability

Postby Dr. Shadowborg » Fri Sep 26, 2014 12:03 am

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Re: Frikbot Item desirability

Postby Lightning Hunter » Fri Sep 26, 2014 12:52 am

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Re: Frikbot Item desirability

Postby Lightning Hunter » Fri Sep 26, 2014 6:37 pm

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Re: Frikbot Item desirability

Postby Dr. Shadowborg » Sat Sep 27, 2014 10:34 pm

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Re: Frikbot Item desirability

Postby Lightning Hunter » Sun Sep 28, 2014 1:04 am

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Re: Frikbot Item desirability

Postby Dr. Shadowborg » Sun Sep 28, 2014 2:29 am

Your code looks right.

Lightning Gun has a range of about 604qu, so that must mean that map has some architecture thats blocking the visible trace. (it only uses one trace) I suppose checking three times from origin, head and feet might work, or perhaps using fisible, but that might generate excessive tracelines.

Show me the map, I'll see if I can work out whats going wrong.
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Re: Frikbot Item desirability

Postby Lightning Hunter » Sun Sep 28, 2014 3:32 am

I am using XL1DM3 to test:
http://fbe.am/uon

The map is large enough that bots should spawn far away from each other, but not overly large (so there is a higher chance of spawn killing if the code is not working right).
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Re: Frikbot Item desirability

Postby Dr. Shadowborg » Sun Sep 28, 2014 10:25 pm

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Re: Frikbot Item desirability

Postby Lightning Hunter » Sun Sep 28, 2014 11:33 pm

That code looks much better! I definitely noticed a difference in XL1DM3. Even with 4 bots, they rarely ever spawned within firing radius of another bot.

I guess that concludes the list of bugs! The only one remaining is that bots sometimes try to get to the wrong waypoint when they die, but I can't tell you how to reproduce this, or why exactly it is even happening. It may not have anything to do with the bot remembering an old waypoint after respawning. I noticed that sometimes when a bot first spawns, it runs up against a wall as if trying to get to the incorrect waypoint before resetting itself and getting on track. This is rare enough that you could probably spawn 100 bots and not even see it happen. With all the hours of testing I do with bots and waypoints, I just happen to come across this bug every now and then. I will understand if you chose not to bother fixing it, however.

Did you see my post about the Painkeep mod? It's ok if you decide not to implement your updates to the Painkeep mod of course. I just thought it would be a nice addition to the Frikbot definitive pack in the next release. If you decide to take a look at it, I uploaded my whole painkeep folder for you. It contains the source (located in the fbxpk_src folder), the main game files, and all the maps I have waypointed for the mod. I may waypoint even more maps if the code is updated to reflect your changes.
Download: https://www.mediafire.com/?ccxj87cvecsigue

I must thank you again for all your hard work, Shadowborg. A lot of these bugs really have been on my nerves for a long time, and I feel that the next release of the Definitive Frikbot Waypack will be more complete with these fixes. I have some more work to do on waypoints, but it won't be too long now. 8)
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Re: Frikbot Item desirability

Postby Dr. Shadowborg » Mon Sep 29, 2014 2:34 am

Eep, giant download file. On mediafire. Mediafire doesn't work so good for me.

I already have the painkeep datafiles, so if possible could you just upload your qc source and waypoints?

Keep in mind I'm only going to impliment the bot fixes, nothing more.
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