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Re: Mods that enhance the Bot AI

Posted: Mon May 28, 2018 5:02 am
by MrLoathsome
I think there are mods like that out there, but I can't figure out how any of them work. :ironic: :noidea

Re: Mods that enhance the Bot AI

Posted: Mon May 28, 2018 6:57 am
by sektor2111
One of "funny" things which I could see is that sort of TWTSightRadius which if I'm looking at code, I believe it is just forcing engine for not such a great purpose. It's adjusting skill sightradius and all that stuff inside a heavy timer since bot can be triggered to shoot by using simple tracing and ShotTarget(AnActor) without blabbering through visibility and all those "featured" changes. For coders doing such "scientific" things I have a simple mention: BOT CAN SHOOT something even if HE/SHE CAN'T see that thing and I can prove that anytime. ShootTarget() which Bot has hard-coded doesn't do any check for visibility and even without an enemy declared, Bot will shoot what you say without even to blink, and also for translocation simple actors do a good job if are wrapped properly (taking in account: waiting Bot before starting match, dead Bot, flag carrier Bot, etc.) it's a matter in how addicted you are to do these stunts, by writing them carefully/properly they will change game giving to player an interesting experience.

Re: Mods that enhance the Bot AI

Posted: Fri Jun 08, 2018 10:14 pm
by Gustavo6046
It's not a simple Translocator. it actually creates jump pads from the player to the destination disc. Like, it's a swJumppad laying gun. I was thinking about making it so that Bots had their dropped weapon set to a dummy, invisible, do-nothing, self-deleting-on-pickup weapon in the source pad IF the path toward the bot's destination is shorter through this jump pad, the bot is close enough (around 1024 UU), AND the bot has no dropped weapon variable already assigned.

Re: Mods that enhance the Bot AI

Posted: Sat Jun 09, 2018 6:14 am
by sektor2111
Even if we are in 2018 and UT99 is still active, Epic won't do any update as I could see. Why Update ? Because UT'99 doesn't have available UScript functions to CREATE paths in Run-TIME, ONLY if XC_Engine extension is used and properly configured, we speak about an "XC_BotMutator" or such, or maybe you have another C++ things available like XC_Engine. With plain Vanilla UT without additional DLL files, creating paths in run-time it's only a myth. Why Epic did not added run-time pathing support ? Ask them. Why they don't move anything for UT'99 ? Again, ask them. The only few things doable in a plain server toward pathing is toggling routes and removing navigation (yeah, a mutator for camping is doable - I even have tested such things), the rest it's Editor.
But I'm curious If you have found something to see the "magic" code, else I think there is no code at this point, reachspecs cannot be created from UScript without other "guests". Or maybe you have a way to capture some power from Editor and to drop it somehow in run-time...

Re: Mods that enhance the Bot AI

Posted: Wed Aug 01, 2018 7:54 pm
by sektor2111
After inspecting some "InstaGib" type server using a lot of Bots, I could see them taking a break from time to time as long as such a mutator is removing items making Bot to not have a goal. Because I would like to see a more challenging InstaGib I was thinking at a mutator able to trigger Bot to roam in map even if items have been removed by common InstaGib mutator. This won't make Bot smarter but will keep it active in order to have a good game flow. So far I wrote such a small mutator (around 9kb) and having a configuration around some parameters that can be adjusted. If anyone wants to feel it a bit I'll post it at will as long as there are others totally out of interest about A.I. or having various coding complains which I'm not interested to debate. Else... given said idea, feel free to write such a thing if my stuff is not good enough. What I have so far was working tested with BotyMan3 debugger toy and... Bots - original Bots, as long as my latest MBot types have other goals if map is poorly loaded.

For me as alternate method I'm using MBot_G for a few weeks, this Bot pawn has root coded based on GoTo jumps which are not loved, and then this Bot will not see the public light in order to not trigger debates around problems which I never had in any servers (mine and others).

The rest of Bot problems toward a wrong physics changes or a bad "MoveTarget" assigned and not removed, dealing with "horizontal elevators", jumping outta lifts, etc., can be solved using some tiny toys without entirely rewriting Bot code. However, the best recommended way is using another good Bot rather than messing with default moron pawn.

Re: Mods that enhance the Bot AI

Posted: Thu Aug 02, 2018 9:35 pm
by sektor2111
Okay, let's move to
Stage 1)
First request from myself to myself is making Bot to roam properly when InstaGib types of mutators are used. These are removing mainly all items from maps and then bot becomes somehow more lazy in crawling around having camping moments and being an easy target when goes busy to do nothing. I wrote a mutator for such InstaGib types able to inject a bit of moving interest for Bots in Insta matches rather than taking a break like when are tired of running. BotyMan3 tester confirmed that can drive me through map without a pause or depending on configuration - yes, mutator is configurable as explained in PDF doc. Visual debugging (I'm talking about configuration bugs not mutator bugs which I could not find) can be seen in a small video capture from a LED screen integrated in archive. Video quality was not a goal but having an idea about how do things are looking like. I called this IRoamer, whoever don't like this toy can change it at his/her own will.
[attachment=1]IRoamer.7z[/attachment]

[attachment=0]IRoamer_SourceCode.7z[/attachment]

Re: Mods that enhance the Bot AI

Posted: Thu Aug 02, 2018 9:49 pm
by papercoffee
Does it only work with InstaGib game types or can it be used in all Arena mutators like Rocket Launcher Arena or Shock Rifle Arena?

Re: Mods that enhance the Bot AI

Posted: Thu Aug 02, 2018 10:42 pm
by sektor2111
Aiming InstaGIB family which uses to ruin all weaponry from Levels... preventing Bots to have a meeting around only a poor item left - as in Deck16][ -> UT_JumpBots area.

Re: Mods that enhance the Bot AI

Posted: Mon Apr 29, 2019 4:05 pm
by sektor2111
Bump timer:
Bot I'm not sure how much can be a Bot mentally "accelerated", but... if we are speaking about some behavior in certain map, one of factors which might "change their mind" toward navigation is another "PathNode" with special considerations and making it to look smarter even it's the same dumb bot since forever:

Code: Select all

class TouchNode expands PathNode;

var bool bTouched;
var() float BlockTime;

event PostBeginPlay()
{
	InitialState='BlockTouching';
	SetCollision(True,False,False); //Made sure about enabling touch
	RemoteRole = ROLE_None;
}

function Touch(Actor Other)
{
	if ( !Other.bIsPawn )
		UnTouch(Other);
	if ( Other.bIsPawn && !bTouched )
	{
		if ( Playerpawn(Other) == None )
			bTouched = True;
		GoToState('BlockTouching','Touched');
	}

}

state BlockTouching
{
	Goto('Begin');
Touched:
	Disable('Touch');
	if ( bTouched )
		ExtraCost=100000000;
	else
		ExtraCost=0;
//	log(Self.Name$" >> Extracost="$ExtraCost);
	Sleep(BlockTime);
	bTouched = False;
	Enable('Touch');
Begin:
	ExtraCost=0;
//	log(Self.Name$" >> Extracost="$ExtraCost);
}
Class might not be bStatic (False) and bCollideActors is True, various tests can be confirmed by Logs - in testing sessions.
What does it do. If it's placed around shortest cross-roads, touching Bot will cause a route lock-down, next Bots coming a bit later are picking another way because this one can stay locked for a desired configurable by mapper time (I used 15 seconds).

Misc: For visual entertaining debugging here can be used Skins from Botpack, Red when Node is locked, Green when Node is unlocked or edited textures with meaning of a traffic-light...

Re: Mods that enhance the Bot AI

Posted: Sun Mar 06, 2022 11:07 am
by Gadavre
sektor2111

test on map DM-Deck16][.
Please check your IRoamer mutator. I see that the pathnode continues to be active after touching it. The bot should switch to another pathnode, but it can't do it.
If you update your mutator, I will test it until it becomes perfect.

https://www.mediafire.com/file/ctz8hrh8 ... 8.mp4/file

Re: Mods that enhance the Bot AI

Posted: Sun Mar 06, 2022 11:53 am
by sektor2111
I read PM, I'll look at video.
If "FakeItem" has some bug I'll try to solve problem - if possible.

Edit:
The loop from movie is a PATHING bug specific to DM-Deck16][ around minigun spot which can be seen sometimes even in NON-InstaGib matches but...
I adjusted a bit codes concerning configuration - these changes won't fix MAP's problems because mutator doesn't alter bad paths. I was looping there too using a Tester Mutator without any other Arena Mutator.
I'm doing more Testing...

Edit2: This another version with small changes. MUTATOR WON'T FIX BAD PATHING LOOPS from stock maps.
IRoamer_03_2022.7z
(6 KiB) Downloaded 44 times
With previous version or with this version the map posted here viewtopic.php?f=5&t=14211&start=45#p124604 has no problems because it's all about PATHS not about mutator.