Botpathing request thread

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EvilGrins
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Re: Botpathing request thread

Post by EvilGrins »

This is a beautiful map:
https://unrealarchive.org/maps/unreal-t ... b697a.html

But the bots pretty much stay exactly where they spawn in, and don't wander much from there.
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Re: Botpathing request thread

Post by sektor2111 »

Entertaining task...
I'll look at these (things shown recently in other CTF map allegedly BSP bugs) small-small ramps. I would like to believe they won't cause issues but... Map has more such spots...
LittleThoughts.PNG
Any candidate for this job ?
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Re: Botpathing request thread

Post by Que »

EvilGrins wrote: Wed Jul 01, 2020 8:42 pm This is a beautiful map:
https://unrealarchive.org/maps/unreal-t ... b697a.html

But the bots pretty much stay exactly where they spawn in, and don't wander much from there.
no weapons nothing.. would need a bit more then just pathing , looks to be an IG map.
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Re: Botpathing request thread

Post by sektor2111 »

Weapons aren't the biggest ever problem... In fact weapons I think can be randomized. After primary pathing stage I would like to see these "steps" which I mentioned... As I recall, some DM map and another CTF used the same angled "stair" type and doing a mess at random in pawn's movement... Engine it's not taking that as Wall it takes it as a ramp. It will need some adds and testing well movement...
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Re: Botpathing request thread

Post by EvilGrins »

Que wrote: Fri Jul 03, 2020 9:17 amno weapons nothing.. would need a bit more then just pathing , looks to be an IG map.
Something I will get to after it's been pathed.

A lot of older maps have no weapons on them, in some cases there are indications that either the Fully Loaded mutator or instagib is intended for it.
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Re: Botpathing request thread

Post by sektor2111 »

EvilGrins wrote: Fri Jul 03, 2020 5:53 pm Something I will get to after it's been pathed
If not looking at map adding what it wants...

Code: Select all

class DynInventorySpot expands InventorySpot;

/*
Dynamic InventorySpot is a class that needs a manual placement in map.
It has internal items Configurable which are added in run-time randomly.
Item spawns with MyMarker integrated as being this Navigation Actor.
Strategy it's aiming dynamic items in maps not plain hard-coded weaponry.
In case that item is a weapon, several specific ammo is also added nearby.
At mapping paths this is taken in account. If you are rebuilding, removing paths
this will get lost because it's an InventorySpot after all.
*/

var() class<Inventory> MyInventory[9];
var int NumItems;

event PreBeginPlay()
{
	InitialState = 'DeployRandom';
}

function AcquireConfiguration()
{
	local Inventory Inv;
	local int I;

	for (i = 0; i < 9; i++)
	{
		if ( MyInventory[i] != None )
			NumItems++;
	}
	log(Self.Name@"has found"@NumItems@"defined.",'DynInventorySpot');
	if ( NumItems == 0 )
	{
		log (Self.Name@"will cause appearance of random stock items from BotPack.",'DynInventorySpot');
		MyInventory[0] = class 'Enforcer';
		MyInventory[1] = class 'ut_biorifle';
		MyInventory[2] = class 'ShockRifle';
		MyInventory[3] = class 'PulseGun';
		MyInventory[4] = class 'ripper';
		MyInventory[5] = class 'Minigun2';
		MyInventory[6] = class 'UT_FlakCannon';
		MyInventory[7] = class 'UT_Eightball';
		MyInventory[8] = class 'SniperRifle';
	}
}

function CreateMarkedItem()
{
	local int NumInv, RandItem;
	local Inventory Ispw;

	if ( NumItems > 0 )
		NumInv = NumItems;
	else
		NumInv = 9;

	RandItem = Rand(NumInv);
	Ispw = Spawn( MyInventory[RandItem],,,Location+vect(0,0,-15));
	if ( Ispw != None )
	{
		Ispw.MyMarker = Self;
		MarkedItem = Ispw;
		if (Ispw.IsA('Weapon') && Weapon(Ispw).AmmoName != None )
		{
			log (Self.Name@"will use"@Ispw.Name@" as MarkedItem.",'DynInventorySpot');
			if ( FRand() > 0.5 )
			{
				Spawn(Weapon(Ispw).AmmoName,,'DynItem',Location+vect(50,0,-15)).SetPhysics(PHYS_None);
				Spawn(Weapon(Ispw).AmmoName,,'DynItem',Location+vect(-50,0,-15)).SetPhysics(PHYS_None);
			}
			else
			{
				Spawn(Weapon(Ispw).AmmoName,,'DynItem',Location+vect(0,50,-15)).SetPhysics(PHYS_None);
				Spawn(Weapon(Ispw).AmmoName,,'DynItem',Location+vect(0,-50,-15)).SetPhysics(PHYS_None);
			}
		}
	}
	else
	{
		log (Self.Name@":: Bork :: couldn't add configured item - perhaps it was quickly removed/replaced or the spawn place is bugged.");
	}
}

state() DeployRandom
{
Begin:
	Sleep(2.0);
	AcquireConfiguration();
	CreateMarkedItem();
}

defaultproperties
{
	Texture=Texture'S_Inventory'
	Style=STY_Translucent
	DrawScale=0.700000
	bGameRelevant=True
	bStatic=False
	bNoDelete=True
	bHiddenEd=False
	bEdSnap=True
	bEdShouldSnap=True
}
If nothing is configured, this Navigation Point will use a few random weapons from BotPack, cough...
The rest is exactly as predicted before to even launch map, but confirmed... and here we need extra-support. Running in place it's not funny
Slants.png
To Do:
AlternatePaths and all related roads.

EDIT:
In order to have more weaponry but less paths, items are "re-mapped" swapping them randomly and connected as game goals - only weapon in spot, ammo created nearby weapon it's only for charge. Perhaps I'll drop separate ammo spots elsewhere or in bases. This is nice part.
Ugly part comes up next. Map includes (as expected) BSP problems at some ledge - it's full of solids and BSP cuts. This spot causes a barrier in certain angle, In other angle it's navigable because path demonstrates that, while green path it's ONE WAY.
Twr_BSP.PNG
Scout could not be moved to outside being blocked, this happening in game too... I do not intend to waste 2 months fixing geometry here or heck knows how many weeks. I'll delete useless one-way paths and adding other items for being cycled.
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Re: Botpathing request thread

Post by sektor2111 »

For the moment that's it. Let me know if you want other type of Bot action.
Map has a very hilarious difficulty Level. Low Skilled Bots = Extremely easy. High Skiled Loques Tamerlanes = You might wanna quit...
Such an open area is mainly sniping paradise. Items are random - perhaps not all mutators can manage what is here.
CTF-Tower_Bot.7z
(619.91 KiB) Downloaded 14 times
I did not see too many docs explaining map's origins and then I did not write any story around.
Known bugs:
- Big bells are responding only at projectiles not really at instant hit weapons - I wasn't interested about them;
- Cave has a default BSP problem but... game is not affected that much;
- Other left-over UT bugs.
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Re: Botpathing request thread

Post by EvilGrins »

I'll give it a look over in a bit, just finished another extensive edit (linked downloads to facebook).

Hopefully all areas are used, there's caves with pickups and other stuff on the tower map.

Must nap now.

Okay, i peeked... but the map wouldn't load.
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Re: Botpathing request thread

Post by sektor2111 »

Then I'm sorry for your OUTDATED D3D display driver. In my machine map was running with and without XC_Engine with no issues as long as I Did Not Rebuild anything at geometry or lightning. In other hand let's see what is about D3D driver from UT...
ThisIsUTD3D_Trash.PNG
See ? If I'm using original Garbage D3D render, I'll get the same issue right from Map's ScreenShot. Great stuff no wonder...

Edit: And then... for fans of wrecks and poorly coded assets/drivers who didn't reach in XXI century, we have some D3D compatible one. I cannot say that everything it's okay here but... I could start and look through map using this one:
CTF-Tower_Bot_D3D.7z
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If this one is crashing send a letter to Author and ask him for an updated map...
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Re: Botpathing request thread

Post by OjitroC »

sektor2111 wrote: Sat Jul 04, 2020 8:48 pm For the moment that's it. Let me know if you want other type of Bot action.
Map has a very hilarious difficulty Level. Low Skilled Bots = Extremely easy. High Skiled Loques Tamerlanes = You might wanna quit...
Such an open area is mainly sniping paradise. Items are random - perhaps not all mutators can manage what is here.
I've tried this out - a couple of games spectating two 6 a side teams. The map works OK, much of the area gets used, though the cave area not much - looking from the red base, the red bots seem to use the route to the right up and over the rocks much more than any of the other routes.

As you suggested, weapons mutators (Counter Strike and StuffSwapper) don't work, except for the starting weapon(s) of course.

There is an issue with the teleporters though - I noticed bots getting hung up (repeatedly jumping into and out of) the external blue teleporter and the internal red teleporter. There was also quite a lot of telefragging, some of which was to do with these teleporters.

I don't think the teleporters are actually necessary or add anything particular to the gameplay - plus jumping down from the higher level to the flagbase causes self damage - I'm not a regular CTF player so I may be missing something.
Last edited by OjitroC on Sun Jul 05, 2020 12:28 am, edited 1 time in total.
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Re: Botpathing request thread

Post by EvilGrins »

I played the map before i sent it (which is how i made the screenshots above) didn't have an issue with it before... though yeah, my drivers probably need updating.

So I don't feel completely useless, how do I change the direction someone emerges from a teleport? I tried reversing the XYZ but that didn't do anything.
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Re: Botpathing request thread

Post by sektor2111 »

For me weren't major problems at teleporters.
You can (like I specified in forum already and then I have to redundant - so you can start reading forum more often):
- Increase velocity value for dropping pawns elsewhere around a node - go figure the right drop on XY axis.
- leave velocity alone and do what AS-Rook has - a KICKER in teleporter radius smaller than teleporter as dimensions.
- using four teleporters in stage - here it needs paths connected manually or else plain DevPath will cause buggers...
If author decided those locations for PlayerStart definitely they need connected - I'm not intended to swap original spawning places.

I could do ONE way paths there but... purpose it's to recover flag even for carrier (human in stage) ran away through teleporter and "friends" should find him.

If you don't like how do they use cave feel free to add PathsToggler (from MyLevel) around Nodes that needs blocked and doing a tag copied as event in StochasticTrigger. I doubt to not use cave as long as there are PlayerStarts there :omfg: . The rest is result of toggling vs number of Bots vs movement timer. Use 14 Bots and see what happens. If you get other ideas let me know what reachSpecs can be smartly added and where.

My Feed back:
I left it in my private server for testing. It will be removed as long as this it's not what I want in CTF. High Skilled Bots are nasty, Low skilled are nasty too. If they spawn far way not even in my custom CTF where they use translocator for speed-up their roaming won't get you to recover Flag, and playing against high skilled defenders would not be easy to gain flag, at least not for 120+ ping. Loque sniped me until I restarted map, lol.

Note:
I can recreate a version "twk" whatever with some teleporter rewritten by me if you feel frustrated by those teleporting directions... Technically I did not need extra stuff there... On-Line their velocity and high skill level makes them to land more far and then resuming navigation happens from another nearby node and very rarely they can loop two times, not forever. Of course my tweaker for teleporters is helpful as usual...
Note2:
I checked original map. Indeed it stay alive at that texture - it doesn't crash, which means that some "Editor" is screwing stuff when it saves map, I'm curious which one of them is f...g retarded :wth: .
Edit: Found the f...er, it's UGold227h - after saving map from there, it doesn't show any more ScreenShot and it's crashing game - something it's being removed from it as long as its size was reduced. If you are opening this D3D map in UGold227 and you save a copy with suffix "_test" it will crash plain UT D3D render. Why the heck were needed these super duper changes at Render Devs it's a big secret for me - and so this is the result of ruining old plain compatibility... Good to know and I need to note this for future checks...
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Re: Botpathing request thread

Post by EvilGrins »

Stupid UGold227h...

As to the teleport issue:
Each base has 2, 1 inside and 1 outside. Problem is only that when they teleport into the base they pop out straight into a wall, immediately turn around and go right back into the teleport... which sends them outside again and they turn around and go right back at the 'port. This happens in rapid succession 6 or 7 times... and it seems that it would be simpler if when they pop into the base they either went right or left and not into that damned wall.

Arg.
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Re: Botpathing request thread

Post by OjitroC »

EvilGrins wrote: Sun Jul 05, 2020 8:43 am As to the teleport issue:
Each base has 2, 1 inside and 1 outside. Problem is only that when they teleport into the base they pop out straight into a wall, immediately turn around and go right back into the teleport... which sends them outside again and they turn around and go right back at the 'port. This happens in rapid succession 6 or 7 times... and it seems that it would be simpler if when they pop into the base they either went right or left and not into that damned wall.
Humans don't do that which suggests the teleporters are set up more for Players than Bots. However, I wonder if the teleporters actually add anything useful to the gamelay - are they essential or even necessary? They are under ramps that lead directly into the bases and to the ground level flagbases. The teleporters take 'players' to the internal upper level of the bases, and then 'players' have to jump down taking damage when they do so. The teleporters provide another route into the bases where one isn't really needed.

It's really just an odd CTF map with the bases being so close. The shortest route is the most difficult to use (given that it is relatively easy to defend) and so more circuitous routes are required - the consequence of this is that the large open area in front of each base is little used.
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Re: Botpathing request thread

Post by sektor2111 »

May I explain then some CTF strategies ? Let's see:
- You can translocate from top to bottom not only from bottom to the top - translocator in CTF has a lot of potential preventing any human-damage and this is recommended as long as more maps are linked with translocator;
- Bots here are using steps in going down, taking less damage and in base are spawned all sort of things - including health - you should see that.
Secondary:
Teleporter has a "feature" it recommends to pawn a movement to Self which means pawn has to be blown away very harder triggering a fall or else it will move back causing loops - it's a bidirectional stuff after all so the failure has a logic unless teleporter is rewritten and FavoriteTeleporter-s have another purpose anyway if you look at code. Here would be needed MORE teleporters like I said: One In-Only - One Out-Only, for first way and the second way separated. You are going up in a place and going down in another place.
It's why I asked about suggestions, from any candidate. No ONE said anything. Now if you are complaining, ADD stupid kickers in Teleporters. It's that hard to add actors in a map ? Do EDIT it, increase the size of Teleporter if it's needed, or decrease it (NOT THE DRAWSCALE). In other hand a special trigger might help, a "Bot_Runner" added in teleporter deviating Bot to a nearby PathNode. I think I have that in some maps...
As for distances between bases in open area, I don't even know if other routes are not useless - maybe only for lurking to enemy Base. Here I added Alternate Paths for making them to spread navigation.

How to help me in such cases ? Cause a ScreenShot in Editor from top of map. Draw me potential routes and recommend me behavior for the case when it's a Flag carrier in stage. I don't think if you are in other side of map you can reach it in a decent time for recovering Flag... I can write various CTF nodes blocking paths in cycles then totally freeing them for a flag carrier using a Flags tracker - when any flag it's not at home setting a bool variable to True in all Special Nodes and then all ways are clean in order to recover any lost Flag.

Edit:
Removed file still incomplete - I managed to see Bots Not taking any damage when jumping down but they still take a bit of damage in UT469...

Edit2:Hands up !
You will NOT EXPECT any good thing by example at RED Teleporters which I spectated a few time ago. It's about UT version 469 which doesn't look like has any fix at teleporters - Bots completely ignoring Bot_Runner and... looping, as long as "Incoming pawn" is oriented to teleporter from where he came from and not to next routecache as it should be in a good navigation logic. In this case I'll customize Teleporters FOR ignoring ANY future UT update code for teleporters by writing my code as I did with that SetEnemy of UTDMT. It will take a while so I'll be back a bit later.
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