sektor2111 wrote:Let Funky to do stuff for "player-only" as a permanent UT task which was done since forever - everyone against Bots
Well I didn't know people wanted it for bots too, it's not a problem to put a boolean to enable bots heatmap, just it should be saved in a different T3D just for bots, of course players and bots behaviour are very different from each other lol.
This is a match in AS-Overlord(I spectated so I didn't get count), 10 bots overall, balanced teams, solo 100 and sometimes 10(didn't affect the heatmap that much cause I tried it with slomo 1 before and got similar results).
heatmap_AS-Overlord_14_11_2017.7z
Notice how imperceptible it is to distinguish blue around azure from azure, that's because there was an imbalance of pass-by, which is pretty normal in an Assault gametype since some players need to camper a lot while others need to move a lot, but since most bots campered at nearly the same few locations, the color gradient is imbalanced.
I think this cannot happen with players anyway, it can happen in one match, maybe two, but if you run the heatmap to update for months/years, the campers will probably have low level spots(depending on the gametype etc of course, but in this case I was thinking about vanilla deathmatch with no mutators other than the DMMutator)
(azure is lower than dark blue)
Now, color gradient goes from 134 to 255, I could use the full range(starting from 0) but the beginning of the range is red just like the ending, plus I guess it would be confusional to remember all colors maybe, I'm not sure.
A good data to have would be the "most used weapon in different areas".
Anyway about updates: I'm porting most of the code(like the vectors calculations) into Unreal instead than Java, just because of the walls, imagine there are two locations which are very close and so will merge together as an approximation, well they shouldn't merge if there's a wall in between even if they are very close each other, I cannot stream walls from Unreal to outside, and so all the calculations(at least those of the vectors) will be done in Unreal.
An intermediate file will be created instead of streaming and creating the T3D all at once, since the T3D is human readable, a machine would require more complexity to modify it. Something like a CSV would be good, that file will then be updated time by time, when the mapper will need it, he/she will just need to convert it into a T3D file(of course with a software I'll make).
EDIT: Actually, about the bots, the intermediate file could store a number after a location like 0=player 1=bot, so that there wouldn't be need to enable bots heatmap from Unreal, but the second software I talked about could create a T3D for the players and one for the bots reading from the same intermediate file.
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