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Author Topic: Tempest Bot [v5_3]  (Read 35615 times)
Orpheon
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« Reply #645 on: February 23, 2012, 07:35:31 am »

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 c1 . 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.
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                        ?
                        ?
                        ?
                        ?
                        ?
Jump height: _________________________________

Ground: ---------------------------------------------
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Machidro
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Gardicolo time is over.


« Reply #646 on: February 23, 2012, 10:09:41 am »

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 c1 . 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.
« Last Edit: February 23, 2012, 10:11:14 am by Tiscooler » Logged

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RazgrizTheLombax
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« Reply #647 on: February 29, 2012, 07:47:10 am »

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 »

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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Lemonade
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« Reply #649 on: February 29, 2012, 01:53:43 pm »

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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Orpheon
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« Reply #650 on: February 29, 2012, 02:24:34 pm »

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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Ruirize
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« Reply #651 on: March 01, 2012, 05:33:43 am »

My old bot did that; If you used the c7 or c6 bubbles it would change state for those designations. Same for x4, x8 and x7
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Orpheon
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« Reply #652 on: March 01, 2012, 07:33:16 am »

My old bot did that; If you used the c7 or c6 bubbles it would change state for those designations. Same for x4, x8 and x7
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)?
« Last Edit: March 01, 2012, 07:33:28 am by Orpheon » Logged

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« Reply #653 on: March 01, 2012, 08:09:54 am »

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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[Party Rockers] {TLW}Phantom8888
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« Reply #654 on: March 08, 2012, 08:01:06 pm »

I've made a kothwatever node
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Orpheon
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« Reply #655 on: April 15, 2012, 09:44:17 am »

Some brainstorming...

Code: (Talking about rocket aiming)
[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.
« Last Edit: April 15, 2012, 09:45:41 am by Orpheon » Logged

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MTK5012
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« Reply #656 on: April 16, 2012, 03:31:22 am »

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
« Last Edit: April 16, 2012, 03:33:20 am by Gangsterman » Logged
RazgrizTheLombax
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« Reply #657 on: April 16, 2012, 08:19:35 am »

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 Smiley
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maciej01
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hhhehehe


« Reply #658 on: April 16, 2012, 09:05:49 am »

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 Smiley
1. nope
2. nope
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Orpheon
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« Reply #659 on: April 16, 2012, 10:15:40 am »

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 Smiley
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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