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Author Topic: Tempest Bot [v5_3]  (Read 35421 times)
Adrenaline Rush
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« Reply #30 on: April 08, 2011, 12:02:40 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.
epic miss i miss heavy bubble for scout lol
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Orpheon
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« Reply #31 on: April 08, 2011, 12:16:31 pm »

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.
Oops. Anyway, this wasn't directed at you, but at AXE.
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Silent Boom
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« Reply #32 on: April 09, 2011, 02:54:13 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.
Oops. Anyway, this wasn't directed at you, but at AXE.
:x21:The scout effective in most situations, unless there are lots of enemies. It can even take down a lone heave easily, if played correctly.
The scout would use momentum spam for long range attack
If the scout gets close enough, it would keep jumping in a small semi-circle path over the enemy's head while shooting him.
The scout would give map objectives a higher priority than killing enemies
Usually, scouts just try to rush past enemies to get the objective.

 quote : Spam bubbles. does what a pyro does
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Orpheon
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« Reply #33 on: April 19, 2011, 06:13:04 am »

Big update; everyone look at the OP.
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Derpduck [LORD]
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« Reply #34 on: April 19, 2011, 06:15:34 am »

have you done anything new for 2.3 or have you just ported the stuff (also im guessing you installed that extention)
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Derpduck [LORD]
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« Reply #35 on: April 19, 2011, 06:20:10 am »


___________________________________________
ERROR in
action number 1
of  Step Event
for object PlayerControl:

In script BotInputConverter:
In script BotMain:
In script BotGetTarget:
Error in code at line 43:
   var targetQueue, testDist, playercheck, targetAngle, obscured, rotateoffset;nearestTarget = -1;targetQueue = ds_priority_create();// Build a queue of potential targetswith(Character) {    testDist = distance_to_object(other);    if(!cloak) {        ds_priority_add(targetQueue, id, testDist);    }}with(Sentry) {    testDist = distance_to_object(other);    if(testDist) {        ds_priority_add(targetQueue, id, testDist);    }}with(Generator) {    testDist = distance_to_object(other);    if(testDist) {        ds_priority_add(targetQueue, id, testDist);    }}while(nearestTarget == -1 && !ds_priority_empty(targetQueue)) {    playercheck = ds_priority_delete_min(targetQueue);    targetAngle = point_direction(x,y,playercheck.x,playercheck.y);    if (playercheck.team != global.myself.team /*            && playercheck.hp > 0            && collision_line(x,y,playercheck.x,playercheck.y,Obstacle,true,true)<0            && collision_line(x,y,playercheck.x,playercheck.y,TeamGate,true,true)<0            && collision_line(x,y,playercheck.x,playercheck.y,ControlPointSetupGate,true,true)<0            && collision_line(x,y,playercheck.x,playercheck.y,IntelGate,true,true)<0            && collision_line(x,y,playercheck.x,playercheck.y,BulletWall,true,true)<0*/) {        // Target looks valid, but it might be obscured by a sentry.        // That has to be tested individually because we have to exclude both this sentry and the target        // from the collision check        obscured = false;        with(Sentry) {            if(!obscured && id != other.ownerPlayer.sentry && id != playercheck && collision_line(other.x,other.y,playercheck.x,playercheck.y,id,false,false)>=0) {                obscured = true;            }        }        if(!obscured) {            nearestTarget = playercheck;        }    }}global.nearestTargets = nearestTargetds_priority_destroy(targetQueue);/*i = 0min_dist = 999999999999while i < ds_priority_size(targetQueue){    if ds_priority_value(targetQueue, i) < min_dist    {        min_dist = ds_priority_value(targetQueue, i)    }}global.min_dist = min_distshow_message(string(targetQueue))show_message(ds_priority_size(targetQueue))ds_priority_destroy(targetQueue);nearestTarget = -1targetQueue = ds_list_create()with(Character){    testDist = distance_to_object(other)    if(!cloak)    {        ds_list_add(targetQueue, testDist)    }}*/BotAim()
                                          ^
at position 41: Unknown variable ownerPlayer
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Orpheon
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« Reply #36 on: April 19, 2011, 06:32:47 am »


Strange. This is with 2.3? Were you alone or was there an enemy?
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Derpduck [LORD]
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« Reply #37 on: April 19, 2011, 06:34:10 am »

2.3 just went right in the first server
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Lemonade
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« Reply #38 on: April 19, 2011, 06:38:40 am »

Why aren't you able to input the bot's moves yourself unlike the previous version ?
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Derpduck [LORD]
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« Reply #39 on: April 19, 2011, 06:39:59 am »

Why aren't you able to input the bot's moves yourself unlike the previous version ?
what you cant control the bots moves anymore Sad
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RBY
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« Reply #40 on: April 19, 2011, 06:54:25 am »

I don't think a scout bot will be easy. I mean, the class requires intuition and prediction, he also needs to make decisions in fast in a couple of close encounter situations. I don't think a bot can do this.
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Orpheon
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« Reply #41 on: April 19, 2011, 06:57:52 am »

I don't think a scout bot will be easy. I mean, the class requires intuition and prediction, he also needs to make decisions in fast in a couple of close encounter situations. I don't think a bot can do this.
"Fast" is not a problem for the computer. He can calculate every character and every projectile for every 30th of a second in less time it would take you to blink.
Intuition is hard, prediction less so.

@Everyone else here right now. Come on the IRC and we can discuss those few problems.
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Derpduck [LORD]
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« Reply #42 on: April 19, 2011, 07:01:00 am »

im in irc right now but will be slow at typing
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Orpheon
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« Reply #43 on: April 19, 2011, 07:08:31 am »

Why aren't you able to input the bot's moves yourself unlike the previous version ?
Again, you should be able to.
Why do users always find 100x more bugs than I?

EDIT: I think I know what Derps problem is. The bot is not going to work as soon as a sentry exists. Sorry. To solve it I need to know how you can decide the team of a sentry. Can someone help?
« Last Edit: April 19, 2011, 07:21:54 am by Orpheon » Logged

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Dataflashsabot
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« Reply #44 on: April 19, 2011, 02:58:14 pm »

.team doesn't work? Try ownerPlayer.team?
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