Problem with jv's multiplayer bots

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Should jv_map run the planet because he has his shit together?

Poll ended at Sun Mar 02, 2003 11:46 pm

Ohh yeah!
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Ohh no!
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Total votes: 6

Bjarne BZR
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Problem with jv's multiplayer bots

Post by Bjarne BZR »

Hi there!

I'm checking out the bots but I cant get them to work properly.
This is what I've done:
Image
( The far side looks about he same as the side closest to the "camera" )
Only one bot per team ( of four ) actuallu follows the paths to attack, the rest just hang aroung their spawns and smoke and / or look bored.
They refuse to fire at anything and the bomb is un-blowable.
I get a lot of errors in the consol, and that keeps me from reading the beginning of the traces...

Q1: Is there a way to dump the consol trace to a text file?

No more Q:s actually... if I can just read all the script errors I'll be fine ( I hope ).

Oh... now I remember!
Q2: Does the bots have anything against doors? I haven't tried it but its not mentioned in the ( otherwise exelent ) documentation...

/Bjarne
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Bjarne BZR
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Post by Bjarne BZR »

After playing gun-slinger with the PrintScreen button ( someting I dont recomment as a debugging method :shock: ) I managed to get a snapshot of the start of the error dumping:

Image
Does this tell you anything jv?

Entity 22 is the "targetname exploder" brush of the bomb btw...

And also... The line:

Code: Select all

$mybomb thread global/jv_obj_dm.scr::bomb_thinker
is in addition to the line:

Code: Select all

thread global/exploder.scr::main
Right?
( The error remains both ways... but it looks better with both lines... )

And now the Allies attack to the bomb but trying to set it ( as they do ) fails... the Axis are still busy smoking and looking in the wron direction ( I love these bots :D )... If I drop into the Axis team I sometimes provoke the Alliea to actually fire at me ( but I'll have to stant in therir faces first to make em try to bash me :cry: )
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Post by jv_map »

To make a log -> 'logfile 2' in console. You'll get qconsole.log in /main.

You need to start the bomb thinker before enabling the bots. Not sure if I said this any clear in the manual.

Make sure the targetname of the bomb is 'mybomb'. Finally check if there's a 'bombnode' entity.

Oh yeah one last thing, make sure to only use the bot spawn positions 'alliesspawn' and 'axisspawn'. All bot entities in the game should have targetname 'alliesspawnpreset' or 'axisspawnpreset'. The bot script only keeps track of bots spawned by itself. Any bot entities in the map are ignored to allow independent scripting.
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Post by Bjarne BZR »

Ahhhh... that helped :)

The manual ( I used the PDF ) says "Add the following line below level waittill spawn:" about both the thinker and the enable code but the tinker first: Making the enable placed before the thinker ( If following the manual by the numbers ).

So: Now both teams attack... but there is a really friendly party around the bomb, as they refuse to even try to harm each other ( or me for that matter, the only hostile action they take is trying to bash me once in a while )... They just take turns to set and defuse the bomb... :? How do I make them more aggressive ( or at least a tad pissed off )?

And the bomb: It works when setting the thinker through th "jv_thinker" but it shows the "exploderchunk" 's all the time... Is this a work in progress?
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Post by jv_map »

Uh it's supposed to work. :?

Make sure you used multiplayer TIKIs for the bot models.
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Post by Bjarne BZR »

I do use multiplayer TIKIs for the bot models:
One human/multiplayer_german_elite_gestapo.tik
And one human/multiplayer_allied_pilot.tik

( And forget that nagging I had about the bomb, I'm just a tad stupid :D )

They just won't "go ballistic" on me ( or each other )!

I get errors on AI set / defuse bomb:

Code: Select all

INFO[jv_obj_dm::bomb_defuse]: Bomb being defused by ai: 2
		if(local.anitplanter.ingame != 0) (global/jv_obj_dm.scr, 252)
		if(local.anitplanter^
...but the set / defuse is successfull...

I get warnings for a number of different entitys ( The bots? ):

Code: Select all

Warning: maxdist too small, forcing to 256 for entity 80, targetname 'ai'
Any idea?
Would the source help?
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Post by jv_map »

No serious errors.

Source would help a lot I think.

Targetname 'ai' doesn't make any sense though. Should be 'ai: 1' :?
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Post by jv_map »

Thanks for the source, but I'm unhappy nonetheless. You've just found a major bug for me :cry:.

The problem is in the fog. Your map doesn't have fog. This means $world.farplane = 0.0 (instead of NIL like my script uses :oops: ). The bots are programmed to not see through fog, so their sight is reduced to 0.

:oops: :oops: :oops: :oops: :oops:

Set a farplane and it will work.
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Post by Bjarne BZR »

Ahhh... now it works! They kick ass!!! Whoopie!!!

Great work dude!

But could you tell me what the error and warning above is? I hate error traces in my log :twisted: :D
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Post by jv_map »

^~^~^ Warning: maxdist too small, forcing to 256 for entity 76, targetname 'ai'

maxdist is set to sight -> 0 -> too small

^~^~^ Path not found in 'Actor::MoveToPatrolCurrentNode' for (entnum 53, radnum -1, targetname 'ai: 1') from (176.228073 16.453545 40.125000) to (236.169998 12.750000 128.000000)
Reason: couldn't find end node

Some navigational difficulties

if(local.anitplanter.ingame != 0) (global/jv_obj_dm.scr, 252)
if(local.anitplanter^

^~^~^ Script Error: Cannot cast 'NIL' to listener

This is definately my fault :oops: - needs research
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Post by Bjarne BZR »

Well.. after i fixed the farplane error: the errors and warnings were gone :D

The only strange thing now is that I get this:
No active weapon in slot #: "0"
...what is that?

And: I have some more feedback on how to improve the AI. Should I post them here or R U starting a new forum on the BOTS?
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