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Author Topic: Tempest Bot [v5_3]  (Read 36633 times)
Pandaturds
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« Reply #15 on: April 03, 2011, 12:52:34 pm »

Dumb question here, but can you also make those bots simply jump and/or move at one line without obstacles?
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Orpheon
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« Reply #16 on: April 03, 2011, 01:43:15 pm »

Dumb question here, but can you also make those bots simply jump and/or move at one line without obstacles?
Yes. I can simulate a human pressing keys. The problem is that a bot does not know how to jump over a gap, so we use nodes. Nodes are positions in a certain map where the bot should jump.
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Orpheon
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« Reply #17 on: April 04, 2011, 01:51:19 pm »

Link.
Choose the runner and let him run. I need a solution for the end stages and I don't want to just do a specialized script only for ctf_waterway. Ideas how I could solve this? I know what is causing it but I don't know how to repair it.
If you have a solution, please explain in detail.

To do list:
   -port this to 2.3
   -solve said problem
   -Give it a general jumping plan (ie. the same as the BubbleBot) even if there are no Nodes.

Feedback (as long as it's constructive) is always appreciated.
« Last Edit: April 04, 2011, 02:45:58 pm by Orpheon » Logged

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« Reply #18 on: April 04, 2011, 02:13:40 pm »

Dumb question here, but can you also make those bots simply jump and/or move at one line without obstacles?
Yes. I can simulate a human pressing keys. The problem is that a bot does not know how to jump over a gap, so we use nodes. Nodes are positions in a certain map where the bot should jump.
What about
Code:
if place_free(x+12,y+12) && place_free(x+60,y){
    //press right and jump (dunno what keybytes)
}
Or something like that
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Orpheon
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« Reply #19 on: April 04, 2011, 02:39:07 pm »

Dumb question here, but can you also make those bots simply jump and/or move at one line without obstacles?
Yes. I can simulate a human pressing keys. The problem is that a bot does not know how to jump over a gap, so we use nodes. Nodes are positions in a certain map where the bot should jump.
What about
Code:
if place_free(x+12,y+12) && place_free(x+60,y){
    //press right and jump (dunno what keybytes)
}
Or something like that
Not a bad idea, but I think nodes will suffice. Try out what I already have.

PS: The first thing I did was write a function that converts the variables "left", "right", "jump", "LMB" and "RMB" into keybytes. Download the bot and in scripts-->Bot-->BotInputConverter. If you ever have time again, help would be welcome.
« Last Edit: April 04, 2011, 02:53:00 pm by Orpheon » Logged

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Adrenaline Rush
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« Reply #20 on: April 04, 2011, 07:56:15 pm »

You Could Make Also Interest Points So Bots Would Look There For Enemies,Camping,Defending and etc.
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« Reply #21 on: April 04, 2011, 09:48:54 pm »

That's what nodes are
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« Reply #22 on: April 05, 2011, 12:24:51 am »

That implies that human spies use their gun.
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« Reply #23 on: April 05, 2011, 04:17:33 am »

Aren't bots more likely to be used by a server host ?
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« Reply #24 on: April 05, 2011, 06:50:11 am »

To be honest I didn't preoccupy myself with those questions yet. They are so far from what is currently possible, I'm happy if I can even get the bot to walk from one end to another while shooting on enemies, behavioral toggles are out of the question for now. Wait 'till later.
This is still in it's pre-infant stages and no where near finished!

Oh and I found a solution to my problem. I'll also implement reversing soon. Stairs will be possible.
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Adrenaline Rush
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« Reply #25 on: April 07, 2011, 03:53:22 pm »

That's what nodes are
yeah but for certain classes like:
 x29:would go in high places for sniping.
 x28:would go in some kind of crate or behind enemy is intel and stab autoguns or stab the constructor first.
 x27:would place a autogun at the intel and go away.
 x22:would join a horde of team members and attack the enemy team or will defend intel.
 x23:camp in high areas for rocket rain.
 x24:?
 x21:would go in places that oher classes can't and defend/attack points .
 x25:?
 x26:?

i dont know but orpheon will also need to code aimbot so bots won't shoot a target that is behind a wall too.
« Last Edit: April 08, 2011, 12:01:44 pm by Adrenaline Rush » Logged
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« Reply #26 on: April 07, 2011, 04:56:26 pm »

That's what nodes are
yeah but for certain classes like:
 x29:would go in high places for sniping.
 x28:would go in some kind of crate or behind enemy is intel and stab autoguns or stab the constructor first.
 x27:would place a autogun at the intel and go away.
 x22:would join a horde of team members and attack the enemy team or will defend intel.
 x23:camp in high areas for rocket rain.
 x21:Follow a weak enemy and shoot him
 x21:would go in places that oher classes can't and defend/attack points .
 x25:Place 8 Stickies at intel and go in spawn
 x26:Heals Teammates Under 10 Damage.
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Yeah so now I have an idea


« Reply #27 on: April 07, 2011, 07:47:10 pm »

why would you program bots to exploit the game? Especially because that some of those tactics aren't even possible for normal human players/are very ineffective
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« Reply #28 on: April 08, 2011, 07:44:24 am »

That's what nodes are
yeah but for certain classes like:
 x29:would go in high places for sniping. Ok.
 x28:would go in some kind of crate or behind enemy is intel and stab autoguns or stab the constructor first. No. The spy will almost only use his revolver. Easier to program and more effective.
 x27:would place a autogun at the intel and go away. Choose a place and defend it. You might also consider advancing if there is no enemy in sight.
 x22:would join a horde of team members and attack the enemy team or will defend intel. Ok
 x23:camp in high areas for rocket rain. No. Just no. He will attack like the main offensive class he is.
 x21:Follow a weak enemy and shoot him I honestly have no idea how to do the scout, will have to ask someone who knows it well.
 x21:would go in places that oher classes can't and defend/attack points . See above.
 x25:Place 8 Stickies at intel and go in spawn -_- Go read any detonator guide.
 x26:Heals Teammates Under 10 Damage. What does "under 10 damage" mean? If it means 10 life, he will heal before that. The healer will practically always be healing except if there is an enemy really close and no one is dying.
Sorry if this sounds harsh.

Those who want can write a function describing basic behavior. I'm almost finished with standard movement, there is just one (more) problem I outlined on the help thread. Then we can stick those together.
« Last Edit: April 08, 2011, 07:44:44 am by Orpheon » Logged

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Adrenaline Rush
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« Reply #29 on: April 08, 2011, 11:59:38 am »

That's what nodes are
yeah but for certain classes like:
 x29:would go in high places for sniping. Ok.
 x28:would go in some kind of crate or behind enemy is intel and stab autoguns or stab the constructor first. No. The spy will almost only use his revolver. Easier to program and more effective.
 x27:would place a autogun at the intel and go away. Choose a place and defend it. You might also consider advancing if there is no enemy in sight.
 x22:would join a horde of team members and attack the enemy team or will defend intel. Ok

 x23:camp in high areas for rocket rain. No. Just no. He will attack like the main offensive class he is.
 x21:Follow a weak enemy and shoot him I honestly have no idea how to do the scout, will have to ask someone who knows it well.
 x21:would go in places that oher classes can't and defend/attack points . See above.
 x25:Place 8 Stickies at intel and go in spawn -_- Go read any detonator guide.
 x26:Heals Teammates Under 10 Damage. What does "under 10 damage" mean? If it means 10 life, he will heal before that. The healer will practically always be healing except if there is an enemy really close and no one is dying.
Sorry if this sounds harsh.

Those who want can write a function describing basic behavior. I'm almost finished with standard movement, there is just one (more) problem I outlined on the help thread. Then we can stick those together.
erm semeone just quote my original post and edited it.
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