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Re: Bot Bug in firing

Posted: Mon Dec 12, 2016 6:42 am
by Gadavre
Chamberly wrote: So to resume, I can tell that you're simply lying that you said you have no such code. The code you posted up there in beginning of the thread, IS part of a code...

Not sure what you rather wanting to do with the sniper, so we have no idea what's going on without the full context of details of what you are trying to do.

But there can be errors in the code you are trying to work on already so we don't know where to look if you modify something else already in full source.

So tbh, if you wanting to make your own sniper rifle in custom, look at some that are already made. No need to modify anything else to swap the engine into trouble and errors by modifying bots and everything else.

.
My little code increases Alertness of the player and does not affect the firing and aiming. You want the full context of details? I already gave you all.I want to repeat the same again: bots don't shoot at the player at a large distance. You don't need my mutator for the test, you can use the original Sniper Arena Mutator or Rocket Arena. bots don't shoot at the player at оriginal game. If You are a coder, you can see the full Source code of the game and try to help me and other serious Players.
Chamberly wrote:No need to modify anything else to swap the engine into trouble and errors by modifying bots and everything else.
No need to modify the engine, but need to modify our mutators will can work without some source code errors. Dont attempt to calm me!

--- merged ---
EvilGrins wrote:
Gadavre wrote:In the original game, bots can not shoot at the player at a very large distance
That depends on your bot...
...I was never a fan of the default settings.
If you hype up a bot's skill, alertness, & accuracy (not necessarily as high as that above but more than the medium) it will not only shoot at you from very far away, it will often kill you without you having a clue where it was.
Im not Beginner in UT :D . This Max Settings dont work for this situation. If you don't agree, then go to Start Practice Session, choose Sniper Arena and try to do what I did in the video above. Also upload please your video for confirmation.

Re: Bot Bug in firing

Posted: Mon Dec 12, 2016 7:42 am
by sektor2111
UnrealTournament for your personal knowledge has something named "DistanceViewTrigger" - I though that is self explanatory else meaning of such thing is pointless. LIKE I said, SeePlayer is not called if Bot-Sniper is in NewYork and Enemy is in Paris, seriously... Not a single time I killed defenders sleeping in CTF maps attacking them from back- CTF-Command - BlueBase - going in through ventilation pipes, slow slow with Flak, Booom, guard killed, flag taken, move to RedBase dodging down...
They cannot see you even when you get closer after all, less hopes for snipers un-triggered.

Re: Bot Bug in firing

Posted: Mon Dec 12, 2016 5:01 pm
by OjitroC
I've tested this map 5 times using different configurations of weapons (normal [CS] and sniper arena) and bots (default UT and MBot_C) - almost invariably bots will take a shot at the player on the platform either before they reach the steps or when they are on the steps - the only exception to this was a default UT bot in sniper arena, when the bot would, sometimes but not always, just run down the steps without taking a shot but not exhibiting the hesitant behaviour shown in your video (I didn't take any videos myself so don't have visual confirmation of this as evidence). So I would say, based on this, that it is normal for bots on the steps to fire at the player and that the behaviour of your bot is abnormal.

The crucial question then, in my mind, is how do your bots behave when using normal UT weapons? If they show the same hesitant behaviour as in the video then this suggests the problem lies in the configuration of your bots but if they take a shot at the player then this suggests the problem lies in the sniper rifle/arena.

Following on from this, the questions then are - have you modified bot behaviour in some way and, since you are using a custom sniper rifle/arena, is there something in the code for rifle or arena match that affects bot behaviour?

I would say that, in the video, you do seem to be rather far back on the platform, at least initially, as only the top step can be seen - presumably the behaviour happens when you are further forward as well?

Re: Bot Bug in firing

Posted: Mon Dec 12, 2016 6:55 pm
by sektor2111
Wait a minute... I had a try in a similar instance (I did not record any movie) this SShoot is probably self-explanatory
[attachment=0]Sniping.png[/attachment]
Factors involved:
- Engine hacked 451 (- due to NewNet blabbering which I did last time);
- XC_Engine hooktestv9;
- last NsDM3;
- MBot_D - skill from menu = Adept, and the rest of default properties;
- DM-Deck16][.
If you look well, Bot is shooting at me in Sniper Arena - shell cases are visible if I'm not mistaking... And is not only shooting at much as it is properly hunting me all time if has weapon pretty loaded.

Re: Bot Bug in firing

Posted: Mon Dec 12, 2016 7:32 pm
by Gadavre
sektor2111 wrote: If you look well, Bot is shooting at me in Sniper Arena - shell cases are visible if I'm not mistaking... And is not only shooting at much as it is properly hunting me all time if has weapon pretty loaded.
You're standing too close to the edge of the platform. So bot shoots at you. Stand back so that You saw only one top step. Pay attention to where I was standing in my video.

--- merged ---
OjitroC wrote: Following on from this, the questions then are - have you modified bot behaviour in some way and, since you are using a custom sniper rifle/arena, is there something in the code for rifle or arena match that affects bot behaviour?
I increased the only variable AIRating to the value 0.750000. The stupidity of the standart bot can be seen also in the original sniper arena or instagib. I don't understand why you are interested in my sniperrifle. :???:

Re: Bot Bug in firing

Posted: Mon Dec 12, 2016 7:56 pm
by OjitroC
Gadavre wrote:I increased the only variable AIRating to the value 0.750000. The stupidity of the standart bot can be seen also in the original sniper arena or instagib.
Where did you increase the AIRating to 0.750000?

What about my other questions though?

I have done one more test - sniper arena and MBot_C with me standing so only the first step is visible (as I did in the other tests) and on most occasions the bot would take a shot before reaching the steps or on the steps - there were a few occasions when it did not. In fact, it would sometimes take a shot at me when I could not see the steps at all.

I did notice some odd behaviour - the bot got into a loop jumping over the wall to the right and running back up the steps to jump over again; this was repeated several times until I took a shot at it. Looking at the map in UEd, there is a path node and some ammo just beyond the wall (though there is no corresponding path node on the left hand side near the minigun).

Does the behaviour in your video occur with EVERY bot, EVERY time you play this map or is it more haphazard?

Re: Bot Bug in firing

Posted: Mon Dec 12, 2016 8:06 pm
by Gadavre
OjitroC wrote: Does the behaviour in your video occur with EVERY bot, EVERY time you play this map or is it more haphazard?
With every Bot and evry time.
Why do you ask these questions, because you're not a coder, and may not be able to write for my mutator code to fix this problem?
Sorry, English not my native language, please write simple sentences, i use yandex translator.
please test it with original bots.
OjitroC wrote: Where did you increase the AIRating to 0.750000?
in my weapon class (defaultproperties)

Re: Bot Bug in firing

Posted: Mon Dec 12, 2016 8:39 pm
by OjitroC
The purpose of my asking questions is, apart from being curious about the problem, trying to get to the point where 'we' understand where the source of the problem is. I did also think that having some 'independent' test results might be of interest and help to you, but obviously not.

I'm still not clear if it is only when using the custom sniper rifle\arena that you get this behaviour or if it occurs with other weapons as well - that, surely, is important as it will help determine where the problem is.

I did use a normal bot in 3 out of the 6 tests and on most occasions the bot did start firing at me before it reached the steps or on the steps.

No, I can't help you code but I am interested in the problem. Another obvious question to ask is do the bots fire your custom sniper rifle in any situation or is it just in the situation shown in the video?

Re: Bot Bug in firing

Posted: Mon Dec 12, 2016 8:48 pm
by Gadavre
OjitroC wrote:.
You're standing too close to the edge of the platform. So bot shoots at you. Stand back so that You saw only one top step. Pay attention to where I was standing in my video.
You will never see this problem if you do not look closely at my video. I'm sorry, but I need help in coding, not in the test. I tester.
OjitroC wrote:Another obvious question to ask is do the bots fire your custom sniper rifle in any situation or is it just in the situation shown in the video?
What do you mean? Why do we test on different maps, if we have this problem on one map? The Map may not affect Fire function of bot. The Map may affect only Bot navigation.Deck16 is good and popular map for profi and testers around the world

Re: Bot Bug in firing

Posted: Mon Dec 12, 2016 9:15 pm
by sektor2111
There are 2 problems anyway - I'm guessing LOGIC problems.
1) Bot has "SeePlayer" because your chest and head are a bit visible or it's WarnTarget called;
2) CanFireAtEnemy return False ? Because obviously from Weapon-FireOffset to your Location doesn't seems to be a Direct Line even if part of you can be seen ? Then Bot can See But He is unsure about a good FIRE ? Ramp is cover a part of your head, legs are behind ledge, and center of your body is... masked behind ledge as well. What is doing Bot ? If cannot fire will run away - Default Deck16][ doesn't have paths to sniper spot and neither to redeemer. Bot won't trace 10 lines of fire for an actor enemy...

Else this issue is NOT very solvable at default Bot without to screw his code. So what you'll do then ? Like I said, change Bot.
I don't have many issues there. MBot if cannot do too much from that range will start hunting you, coming closer, in a good position. Deck16][ has also new paths with XCGE so I don't see what's the deal in trying old craps to work which cannot be fixed from INI files after all. It's about hard-coded things, INI files are not helping at this point. This issue is probably often seen in other maps as well. Me, one I don't have problems if I'm using maps with good paths.

Re: Bot Bug in firing

Posted: Mon Dec 12, 2016 9:25 pm
by OjitroC
Gadavre wrote:Pay attention to where I was standing in my video. You will never see this problem if you do not look closely at my video. I'm sorry, but I need help in coding, not in the test. I tester.
Other people trying to reproduce the problem can help determine where it lies. I have seen your video several times and am very aware of where to stand. All I can say is that I was unable to reproduce it and that the problem is abnormal - the question remains is the problem with your bots or with your custom sniper rifle/arena mutator?
Gadavre wrote: What do you mean? Why do we test on different maps, if we have this problem on one map? The Map may not affect Fire function of bot. The Map may affect only Bot navigation.Deck16 is good and popular map for profi and testers around the world
If you test on other maps and don't have that behaviour in the video then the problem is something to do with the map - that is logical, no? What I meant, however, was do the bots fire the custom sniper rifle at all - that is, anywhere on Deck16][?

It seems that Sektor2111 has already posted what may be the answer and it is to do with the precise situation in your video and with the map.
sektor2111 wrote: MBot if cannot do too much from that range will start hunting you, coming closer, in a good position.
In my tests, MBot_C sometimes took a shot at me before it had reached the steps and when I could only see its lower torso and legs, with the rest obscured by the ramp - so it works well there. When it didn't take a shot it would often come closer - even hunted me when I could not see it at all.

@Gadavre - the advice is to use MBots! :tu:

Re: Bot Bug in firing

Posted: Mon Dec 12, 2016 9:35 pm
by Gadavre
sektor2111

Could you write me the code for fixing of this Problem? Otherwise I will go the other way: I will try to clean up the death of the bot depending on the distance between shooting player and bot.

I'm working 2 weeks on this Bug. All weekend sitting on my Mutator. But no result... :| I badly know C++

Re: Bot Bug in firing

Posted: Mon Dec 12, 2016 9:47 pm
by sektor2111
Code ?
It's BOT itself and Map. Moron should hunt you but EPIC forgot paths to sniper. If you don't want new Bots and neither XCGE then there is not that much to do. These are UScript. I'm not coding C++, but XCGE has opened some gates for UT... There are a lot of months, almost years since I have quit using default Bot, and default games. Even this Deck map which I'm using is another one...

Re: Bot Bug in firing

Posted: Mon Dec 12, 2016 9:51 pm
by Gadavre
Where i can download MBots and other new profi bots? I would like to see their code.

Re: Bot Bug in firing

Posted: Mon Dec 12, 2016 9:53 pm
by sektor2111
See link from my avatar - some stuff is been done there... custom games, custom Bots but I repeat, Deck16][ has no deal there without last XCGE.
Last MBot_D is optimized for XCGE in thread "Short Bot Note".
You can check also FerBotz by Higor - use search for getting threads.