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Bots don't go for MH in q3dm17
I'm noticing that the bots in q3dm17 do not go for the MH in legacy Q3A, in ioquake3, & in even Spearmint! I would love to see the bots go for the MH in q3dm17, but apparently, they can't for one reason or another. I think it's because they aren't programmed to go grab powerups via direct jump pads such as that one (if they are, please remind me about that, OK?). Coding that in will most likely fix that issue.
Bots are programmed to get items via jump pads. bot_developer 1 when loading q3dm17 says
item item_armor_combat reachable from jumppad area 677
item item_health_mega reachable from jumppad area 2236
item item_armor_shard reachable from jumppad area 1871
item item_armor_shard reachable from jumppad area 1871
item item_armor_shard reachable from jumppad area 677
item item_armor_shard reachable from jumppad area 677
item item_armor_shard reachable from jumppad area 677
item item_armor_shard reachable from jumppad area 677
However in BotChooseLTGItem(), trap_AAS_AreaTravelTimeToGoalArea() for Mega Health returns 0 meaning the jumppad area is not reachable from bot's position and travel types. Haven't look into why that is.
If we can figure that out, then we could (hopefully) get the bots to jump to the MH @zturtleman.
Bots simply don't want jumppads where 'aircontrol' is needed. The code is not designed well, (iirc) it's somewhere here, though didn't play with that piece of code since a long time. Quick fix: don't create exact horizontal jumppad travel directions on custom maps, move target_position for existing maps a few units sidewards. You can notice this on many more maps (RL/q3dm18, MH/q3dm9, etc.). So, again, it doesn't make sense to fix a specific map/item. This will lead to hundreds of new issue tickets (like this one). Though, issue should be fixed, but low priority IMO. Moreover, don't assume bots MUST grab/pick up the item YOU will pick up. Bots do have some preferences. MH in q3dm17 isn't placed attractive, for bots, and definitely for many humans as well :)
I think if it was coded better, & allowed for the bots to grab items where 'aircontrol' is needed, then we'd be able to fix this issue.
On 6/3/16, ToKu [email protected] wrote:
Bots simply don't want jumppads where 'aircontrol' is needed. The code is not designed well, (iirc) it's somewhere here, though didn't play with that piece of code since a long time. Quick fix: don't create exact horizontal jumppad travel directions on custom maps, move target_position for existing maps a few units sidewards. You can notice this on many more maps (RL/q3dm18, MH/q3dm9, etc.). So, again, it doesn't make sense to fix a specific map/item. This will lead to hundreds of new issue tickets (like this one). Though, issue should be fixed, but low priority IMO. Moreover, don't assume bots MUST grab/pick up the item YOU will pick up. Bots do have some preferences. MH in q3dm17 isn't placed attractive, for bors, and for many humans as well :)
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I think, if we have fixed this issue, than the issue will be fixed :laughing:
What if we set bot_visualizejumpads to 1 then? Will this fix the issue @zturtleman? I'm thinking more generic fixes are needed for this (and other issues) @KuehnhammerTobias.
@coltongit: Can you explain what bot_visualizejumpads will do, in this case? What do you think why bot_visualizejumpads is made for?
Hopefully it will help the bots to take the MH, I'm not exactly sure either, only way to find out is to test it & see if it works then.
On 6/10/16, ToKu [email protected] wrote:
@coltongit: Can you explain what bot_visualizejumpads will do, in this case? What do you think why bot_visualizejumpads is made for?
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It doesn't affect the bot AI. It draws jumppad arcs.
Oh. I didn't realize that command did such a thing.
On 6/10/16, ZTM [email protected] wrote:
It doesn't affect the bot AI. It draws jumppad arcs.
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