Orpheon
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« Reply #645 on: February 23, 2012, 07:35:31 am » |
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lol, i was like derp when i first time code spy, randomly put all ideas down and test it until it work good (with luck) no matter how "messy" is the code,i don't even understand mine when i revise it! edit:i don't find any arctodeg in the code, only arccos.I thought direction use deg?
Direction uses deg, sin/cos/tan use rad (stupid like fuck, I know). GML has the functions radtodeg and degtorad, I think, and if not just convert it manually. Let me give a less-than-vacant  . The concept is more sound, flexible, and analogous than nodes with their "go this way only; trust me, it works" Thanks. The only problem I'm having with it now is how to handle platform jumps. You are here. ------------------ ? ? ? ? ? Jump height: _________________________________ Ground: ---------------------------------------------
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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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Machidro
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« Reply #646 on: February 23, 2012, 10:09:41 am » |
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lol, i was like derp when i first time code spy, randomly put all ideas down and test it until it work good (with luck) no matter how "messy" is the code,i don't even understand mine when i revise it! edit:i don't find any arctodeg in the code, only arccos.I thought direction use deg?
Direction uses deg, sin/cos/tan use rad (stupid like fuck, I know). GML has the functions radtodeg and degtorad, I think, and if not just convert it manually. Let me give a less-than-vacant  . The concept is more sound, flexible, and analogous than nodes with their "go this way only; trust me, it works" Thanks. The only problem I'm having with it now is how to handle platform jumps. You are here. ------------------ ? ? ? ? ? Jump height: _________________________________ Ground: --------------------------------------------- Since everyone has a different origin, you could probably set constants for each class's height from their origin to the ground and calculate feetPosition as Class.y+(Class.constant). X will be the same, with combining these you can calculate a class's position at their feet.
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« Last Edit: February 23, 2012, 10:11:14 am by Tiscooler »
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A CHALLENGER HAS ARRIVED.
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RazgrizTheLombax
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« Reply #647 on: February 29, 2012, 07:47:10 am » |
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WOW! thanks!! 2 questions : and there is the possibility that they chat bot? and that self create waypoints? and can you update the bots?
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Orpheon
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« Reply #648 on: February 29, 2012, 12:19:39 pm » |
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WOW! thanks!! 2 questions : and there is the possibility that they chat bot? and that self create waypoints? and can you update the bots?
1. "is the possibility that they chat bot?" - I don't understand this, can you explain? 2. "and that self create waypoints?" - In production, and almost done (for waypoints, done, but if I decide to use nav mesh instead I'll have to change stuff). 3. "update the bots?" - Not in GML, no. The next Tbot release will come in Python, for PyGG2.
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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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Lemonade
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« Reply #649 on: February 29, 2012, 01:53:43 pm » |
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Mh, maybe 1 was about bots using chat bubbles. That could be cool, I mean, at least for the x# ones. That could end up with bots communicating informations with each others :0
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i already have a pet that follows me around 24/7 it's called  you may have seen it
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Orpheon
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« Reply #650 on: February 29, 2012, 02:24:34 pm » |
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Mh, maybe 1 was about bots using chat bubbles. That could be cool, I mean, at least for the x# ones. That could end up with bots communicating informations with each others :0
Actually, that would be a good idea, because it would allow bots from different clients to work together. It's useless right now though, because there currently isn't any team-work (besides medic). Good idea for the to-do list though.
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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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Ruirize
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« Reply #651 on: March 01, 2012, 05:33:43 am » |
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My old bot did that; If you used the  or  bubbles it would change state for those designations. Same for  ,  and 
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Orpheon
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« Reply #652 on: March 01, 2012, 07:33:16 am » |
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My old bot did that; If you used the  or  bubbles it would change state for those designations. Same for  ,  and  You had a spy-checking mode? Huh. How did your bot handle navigation? And do you still have any remains of the source (old pastebins or stuff)?
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« Last Edit: March 01, 2012, 07:33:28 am by Orpheon »
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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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Ruirize
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« Reply #653 on: March 01, 2012, 08:09:54 am » |
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I used a custom node pathfinding setup that allowed for directional movement costs; I also included nodes for double jumping. Unfortunately the entire thing was lost, including the executable :<
I made different states that described common player behaviour, so things like a spy checking mode were very easy to set up. Transitioning between states was as simple as changing the global variable. Was quite proud of what I did really. I believe that there are a few posts where people have said how well it worked; if you ever need help with it, just send me a message on Skype.
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Orpheon
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« Reply #655 on: April 15, 2012, 09:44:17 am » |
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Some brainstorming... [4:21:34 PM CEST] Andrew "AJF" Faulds: huh [4:22:04 PM CEST] Andrew "AJF" Faulds: wait couldn't you like [4:22:07 PM CEST] Andrew "AJF" Faulds: hashtable i- [4:22:09 PM CEST] Andrew "AJF" Faulds: oh wait [4:22:20 PM CEST] Andrew "AJF" Faulds: wait no yeah you could, right [4:27:06 PM CEST] Andrew "AJF" Faulds: orpheon [4:27:11 PM CEST] Andrew "AJF" Faulds: I have stupid idea [4:27:14 PM CEST] Andrew "AJF" Faulds: but it might work [4:27:18 PM CEST] Andrew "AJF" Faulds: heck. yeah. [4:27:26 PM CEST] Orpheon: uh-oh [4:27:32 PM CEST] Andrew "AJF" Faulds: record the positions for every single angle [4:27:34 PM CEST] Andrew "AJF" Faulds: say 60 frames [4:27:37 PM CEST] Andrew "AJF" Faulds: 360 angles [4:27:39 PM CEST] Orpheon: thhhb [4:27:46 PM CEST] Orpheon: so uhm [4:27:51 PM CEST] Orpheon: lets say 30frames per sec [4:27:56 PM CEST] Orpheon: 3 secs [4:27:57 PM CEST] Andrew "AJF" Faulds: 216000 values [4:27:59 PM CEST] Orpheon: which is 90 [4:28:06 PM CEST] Orpheon: 90*360 [4:28:29 PM CEST] Andrew "AJF" Faulds: 324000 [4:28:35 PM CEST] Andrew "AJF" Faulds: values [4:28:35 PM CEST] Orpheon: uhh [4:28:38 PM CEST] Orpheon: yea [4:28:42 PM CEST] Orpheon: one for each weapon [4:28:43 PM CEST] Andrew "AJF" Faulds: WELL [4:28:54 PM CEST] Orpheon: because different weapons have different projectile speeds [4:28:57 PM CEST] Andrew "AJF" Faulds: 32400 values if we lose 90% precision [4:29:09 PM CEST] Andrew "AJF" Faulds: orpheon I'm talking solely about rockets [4:29:59 PM CEST] Orpheon: that's still a lot [4:30:03 PM CEST] Andrew "AJF" Faulds: which would make roughly 324KB of data [4:30:08 PM CEST] Orpheon: but it's starting to get feasable [4:30:09 PM CEST] Orpheon: well [4:30:11 PM CEST] Andrew "AJF" Faulds: assuming hexadecimals and commas [4:30:17 PM CEST] Orpheon: the thing would be efficiently indexing [4:30:17 PM CEST] Andrew "AJF" Faulds: somewhat feasible. [4:30:22 PM CEST] Andrew "AJF" Faulds: well, use binary [4:30:32 PM CEST] Orpheon: and probably in C too [4:30:45 PM CEST] Andrew "AJF" Faulds: it's easy to write GM DLL extensions [4:30:46 PM CEST] Andrew "AJF" Faulds: trust me [4:31:02 PM CEST] Orpheon: uhh [4:31:05 PM CEST] Orpheon: I'm talking PyGG2 [4:31:07 PM CEST] Andrew "AJF" Faulds: oh [4:31:10 PM CEST] Andrew "AJF" Faulds: PyGG2 [4:31:14 PM CEST] Orpheon: Cython [4:31:16 PM CEST] Andrew "AJF" Faulds: harder then [4:31:19 PM CEST] Orpheon: no [4:31:20 PM CEST] Orpheon: easier [4:31:24 PM CEST] Andrew "AJF" Faulds: no harder [4:31:26 PM CEST] Orpheon: write Cython code [4:31:27 PM CEST] Orpheon: done [4:31:34 PM CEST] Andrew "AJF" Faulds: yeah. [4:32:15 PM CEST] Andrew "AJF" Faulds: wait [4:32:18 PM CEST] Andrew "AJF" Faulds: it isn't 360 values [4:32:21 PM CEST] Andrew "AJF" Faulds: it's 255 [4:32:24 PM CEST] Andrew "AJF" Faulds: *256 [4:32:29 PM CEST] Orpheon: uhh [4:32:30 PM CEST] Orpheon: no [4:32:30 PM CEST] Andrew "AJF" Faulds: we use a byte unit circle [4:32:34 PM CEST] Orpheon: no [4:32:37 PM CEST] Orpheon: we use a short [4:32:41 PM CEST] Andrew "AJF" Faulds: in PyGG2? [4:32:42 PM CEST] Andrew "AJF" Faulds: ok [4:32:46 PM CEST] Orpheon: in both [4:32:54 PM CEST] Andrew "AJF" Faulds: you sure? [4:32:58 PM CEST] Orpheon: positive [4:33:03 PM CEST] Andrew "AJF" Faulds: that's gay [4:33:04 PM CEST] Andrew "AJF" Faulds: :U [4:33:07 PM CEST] Orpheon: why? [4:33:13 PM CEST] Andrew "AJF" Faulds: byte is more efficient [4:33:17 PM CEST] Orpheon: although in game maker it doesn't matter anyways [4:33:17 PM CEST] Andrew "AJF" Faulds: binary unit circle [4:33:18 PM CEST] Andrew "AJF" Faulds: etc [4:33:27 PM CEST] Orpheon: 65536 [4:33:31 PM CEST] Orpheon: is binary too [4:33:53 PM CEST] Orpheon: although yeah [4:34:02 PM CEST] Orpheon: size will get a little too big [4:34:03 PM CEST] Orpheon: whatever
Right-click-->View image for higher resolution. Yeah, I know, my writing isn't perfect, but I really don't care.
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« Last Edit: April 15, 2012, 09:45:41 am by Orpheon »
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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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MTK5012
2011 Haxxy Finalist
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I was Gangsterman
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« Reply #656 on: April 16, 2012, 03:31:22 am » |
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oh man you are a real man, man! man I admire you(I can't understand most of them) I do now,except for the rocket aiming
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« Last Edit: April 16, 2012, 03:33:20 am by Gangsterman »
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RazgrizTheLombax
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« Reply #657 on: April 16, 2012, 08:19:35 am » |
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hi,sorry if i bother you. i have two ask: 1. can you update them to the 2.4.2 version? please? 2. can the bot go in a mod,like...Randomizer Mod? thanks for the bot 
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maciej01
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hhhehehe
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« Reply #658 on: April 16, 2012, 09:05:49 am » |
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hi,sorry if i bother you. i have two ask: 1. can you update them to the 2.4.2 version? please? 2. can the bot go in a mod,like...Randomizer Mod? thanks for the bot  1. nope 2. nope
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Orpheon
2011 Haxxy Award Winner
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« Reply #659 on: April 16, 2012, 10:15:40 am » |
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hi,sorry if i bother you. i have two ask: 1. can you update them to the 2.4.2 version? please? 2. can the bot go in a mod,like...Randomizer Mod? thanks for the bot  1. nope 2. nope I'm sorry, but macie is right. No to both. Updating means a lot of pain and trouble, not to mention hours of bugfinding, for a few balance changes that are irrelevant to singleplayer (which is what this mod is for), and "putting the bot in RM" means "Recreating the bot with 5x complexity", which I will not do.
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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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