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Author Topic: Tempest Bot [v5_3]  (Read 35532 times)
Unsung Hero
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« Reply #360 on: September 16, 2011, 07:42:10 pm »

Please don't post in a topic that hasn't been posted in for two months.
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Orpheon
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« Reply #361 on: September 17, 2011, 03:22:22 am »

I'll revive this when I actually get a working node system.

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Orpheon
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« Reply #362 on: September 26, 2011, 12:12:05 pm »

I'm managed to re-write the whole of the Tempest bot, and cleaned a lot of stuff out. It now has a node algorithm that should work. The problem is that I haven't found a way to generate those nodes other than create them by hand, and I don't have the patience to do that.
Any volunteers?


I've made my own noding program, but I'm not sure it's really good, mostly because I have no idea how to make the GUI.

Noder.exe
Noder.gmk

Spawn as scout.

Nodes will appear red normally and green if you've selected them. When selected you can connect one node to the other. Faint red lines will be drawn between connections from the last node you connected.


LMB will:
-If you aren't touching a node, create a node there and select it (or connect it if you're already selecting something)
-If you are touching one and haven't selected a node, it will select it.
-If you are touching one and have selected a node, it will make a connection from your selected node to this one with a command.

The command will be the direction from your character to your mouse (left/right), and if you have space pressed it will add "jump".

Keep in mind that a connection can and will be one way!
It's probably going to be clearer when you try it.

RMB will:
-If you are selecting something deselect it.
-If you're touching a node destroy it.




If you have any wishes for a particular noding environment, and you don't like this one, I'll gladly make it for you.



PS: Once this is done I'm probably going to make a new thread. This one's getting old.
« Last Edit: September 26, 2011, 12:12:40 pm by Orpheon » Logged

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Derpduck [LORD]
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« Reply #363 on: September 26, 2011, 03:38:14 pm »

Yes, once this is done (the ai) do you mind putting it in dpm
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MTK5012
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« Reply #364 on: September 27, 2011, 12:18:24 am »

Yes finally!
Time to make my own bot
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Machidro
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« Reply #365 on: September 27, 2011, 12:24:30 am »

would this node pattern be loadable on any noded map? I want my work to carry to everyone, so all may enjoy noding's fruits.

I would gladly begin working on noding some official maps.
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« Reply #366 on: September 27, 2011, 12:36:42 am »

Also, some problems I have with the noder:

Making multiple paths is confusing. How would I make a player choose an up/down path, and do I have to do everything in duplicate for there and back?

Second, do these nodes apply only for scout or for all players, and if so, does that mean scout paths are impossible with nodes?

Third, how do I export my nodes?

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« Reply #367 on: September 27, 2011, 12:52:09 am »

Some more problems:

4. How can I deselect a node on top of another node without deleting what i'm doing? It's very difficult, in crowded node scenarios, to avoid deleting all my progress in an attempt to deselect a node, these should be mapped to different buttons.

5. Testing is currently impossible, a major problem. It really helps mappers when they can rapidly and repeatedly test, a real time "test" button would not be amiss.

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« Reply #368 on: September 27, 2011, 02:00:26 am »

IT LIIIIIIIIIIIIIIIIIIVES
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Orpheon
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« Reply #369 on: September 27, 2011, 03:22:56 am »

Also, some problems I have with the noder:

Making multiple paths is confusing. How would I make a player choose an up/down path, and do I have to do everything in duplicate for there and back?

Second, do these nodes apply only for scout or for all players, and if so, does that mean scout paths are impossible with nodes?

Third, how do I export my nodes?


Some more problems:

4. How can I deselect a node on top of another node without deleting what i'm doing? It's very difficult, in crowded node scenarios, to avoid deleting all my progress in an attempt to deselect a node, these should be mapped to different buttons.

5. Testing is currently impossible, a major problem. It really helps mappers when they can rapidly and repeatedly test, a real time "test" button would not be amiss.
1. Yes, you have to connect nodes both way manually. I did this because there are nodes which are one way, and it makes it easier to enter the commands.

2. All players. No doublejumps as of yet, I'll probably add that separately.

3. Disconnect. (Press Escape). You'll see.

4. Hmm, ok. Any wishes what should be mapped where?

5. Yeah. The problem is that I need one map to test it myself. What do you mean with testing anyway?


would this node pattern be loadable on any noded map? I want my work to carry to everyone, so all may enjoy noding's fruits.
Atm, it exports the nodes in an .ini file which you can then upload and rename. The tempest bot can then read those nodes.
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MTK5012
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« Reply #370 on: September 27, 2011, 03:34:08 am »

steam games have nodes too
they call them way-points (maybe)
you're on the right track
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Machidro
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« Reply #371 on: September 27, 2011, 06:39:03 pm »

More problems I have currently:

1. Nodes patterns are uneditable from before, If I want to reload my nodes, currently there's no option for me to load them for an editing.

2. Removing a link is impossible without removing a node, while most nodes aren't vital enough that I can't destroy them, this can be difficult and annoying over time.

3. By testing, I meant that you actually have a bot loaded and see if it can figure out your nodes. Or, if real time node setting is not an option, then nodes being reopenable so I can run them with tempest and give them a try.

4. I am not sure how fine my node grid has to be, and i'm afraid enemies will charge through players they are supposed to be attacking in order to get from node to node.

5. I am also unsure if I should put nodes in the air so that bots can dodge rocketjumps or bullets.

6. Finally, the mod does crash frequently while setting nodes, a suggestion would be saving nodes on crash, if at all possible.

I am currently converting ctfminifort, because it it is small, but still a playable map.
« Last Edit: September 27, 2011, 06:40:38 pm by tiscooler » Logged

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« Reply #372 on: September 27, 2011, 06:48:05 pm »

two more questions

1. Are nodes for both teams, or do I have to do all nodes in duplicate for blu?

2. Should nodes be placed in a spawn room, and can bot operate for short distances without instruction?
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Machidro
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« Reply #373 on: September 27, 2011, 07:13:03 pm »

Whatever the case, I made a valiant effort at it, and here are my results:

A noded ini file for ctfminifort.

http://www.mediafire.com/?ld89xe3bdbdwc6n

The map itself, if you don't have it

« Last Edit: September 27, 2011, 07:15:29 pm by tiscooler » Logged

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Orpheon
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« Reply #374 on: September 28, 2011, 03:28:16 am »

Ook...

More problems I have currently:

1. Nodes patterns are uneditable from before, If I want to reload my nodes, currently there's no option for me to load them for an editing.

2. Removing a link is impossible without removing a node, while most nodes aren't vital enough that I can't destroy them, this can be difficult and annoying over time.

3. By testing, I meant that you actually have a bot loaded and see if it can figure out your nodes. Or, if real time node setting is not an option, then nodes being reopenable so I can run them with tempest and give them a try.

4. I am not sure how fine my node grid has to be, and i'm afraid enemies will charge through players they are supposed to be attacking in order to get from node to node.

5. I am also unsure if I should put nodes in the air so that bots can dodge rocketjumps or bullets.

6. Finally, the mod does crash frequently while setting nodes, a suggestion would be saving nodes on crash, if at all possible.

I am currently converting ctfminifort, because it it is small, but still a playable map.

1. Ok, will change that. Upload coming soon.
2. Yeah, but I can't think of a good way to change that, as you're touching at least three different lines at one time.
3. That's hard, but doable. I think I'll stick to the "openable" option for the moment.
4. Don't bother with jumping and fighting. The node network is only a guideline, the bot will stop following it if it gets disturbed.
5. see 4
6. Hmm... Let me think for a while.. When does it crash?


two more questions

1. Are nodes for both teams, or do I have to do all nodes in duplicate for blu?

2. Should nodes be placed in a spawn room, and can bot operate for short distances without instruction?

1. All nodes are for all bots.
2. No, and yes. Only crossroads should be noded.


Whatever the case, I made a valiant effort at it, and here are my results:

A noded ini file for ctfminifort.

http://www.mediafire.com/?ld89xe3bdbdwc6n

The map itself, if you don't have it


Thank you very much.
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Your mind is software. Program it.
Your body is a shell. Change it.
Death is a disease. Cure it.
Extinction is approaching. Fight it.
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