SLBotBrain.uc - Class for bots using jets.
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SLBotBrain.uc - Class for bots using jets.
This is the class for for bots using jets I believe. I do get some accessed nulls from this class even on client side tests. I'm no expert on accessed nones but if someone could see the obvious issues feel free to jump in.
Re: SLBotBrain.uc - Class for bots using jets.
Post your access nones, I'll help you clean them up.
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Re: SLBotBrain.uc - Class for bots using jets.
Here is the one I found for this class.
Code: Select all
ScriptWarning: SLBotBrain CTF-Chronic_Zen[S3TC].SLBotBrain0 (Function RX6T5_01.SLBotBrain.gunnerBehavior:00D8) Accessed None
Re: SLBotBrain.uc - Class for bots using jets.
After line "GoToState(GunnerEject)" execution should be stopped, nothing moves to state until function is completed. If Sl == NONE all later calls are done to a NULL thing.
Second problem: Mod is referring to bCanFly, on a way is correct, but I must ask about Physics and... In which map is/was done some testing ? I'm asking because UT never mapped a R_Fly flag in reachspecs, unless mapper can use XC_EditorAdds or... spoofing this flag at least with R_Swim. And... nodes I believe must have a specialhandling like JumpSpot for launching flight when node it's not reachable using a ground unit physics. Does any mapper knows what I mean ?
Second problem: Mod is referring to bCanFly, on a way is correct, but I must ask about Physics and... In which map is/was done some testing ? I'm asking because UT never mapped a R_Fly flag in reachspecs, unless mapper can use XC_EditorAdds or... spoofing this flag at least with R_Swim. And... nodes I believe must have a specialhandling like JumpSpot for launching flight when node it's not reachable using a ground unit physics. Does any mapper knows what I mean ?
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Re: SLBotBrain.uc - Class for bots using jets.
I suppose if this is gonna work will need to modify maps. Gonna be a hug task I'm sure. Maybe Diego is up for this since he is more active here with mapping.
Re: SLBotBrain.uc - Class for bots using jets.
If you want to fly and it's about an XC server, at least we can use some generic connector mutator for adding specified flag - it would be easier because I have one which works in big parts.
What does that means native Fly Support ?
We are talking about what data is being stored in reachSpec structures from map - these are not very visible unless you can check them with MapGarbage option bShowSpecs for some selected node.
The next move is to light you about these R_FLY flags which plain Editor will never do. Here I did a successful experiment in a MH map addressing Monsters able to fly and track players using PATHS as Bot does but aerial paths not ground paths. How does it looks like: What do we have here:
First of all XC_EditorAdds builder shows in COLORS these paths. Here Red means R_FLY flag which these nodes have. Open map in Editor for having an image about what is there. Here are used bigger nodes - more tall more exactly which are not connected in plain Editor, do a test and see how paths are screwed up if you rebuild them.
And let me show you a report: If you are ready to rock you'll need these connections, or else we need a mapping convention for Jets using some specific nodes and mapped Flags in Run-Time ONLY in XC servers. It's up on you guys how do you want this...
The main note:
If you ask how do I know if these are working it's simple in a way. You can use RememberSpot on one side and ShowPath in other. If you walk normally as a ground unit you'll won't have any result. But things are changed if you will input some commands in console before testing:
Set PlayerPawn bCanFly 1
Fly
The command ShowPath should spawn navigation beacon if network is usable by flying.
Perhaps A video for you would clarify these - but I need first to prepare map and removing MH things which I added there.
What does that means native Fly Support ?
We are talking about what data is being stored in reachSpec structures from map - these are not very visible unless you can check them with MapGarbage option bShowSpecs for some selected node.
The next move is to light you about these R_FLY flags which plain Editor will never do. Here I did a successful experiment in a MH map addressing Monsters able to fly and track players using PATHS as Bot does but aerial paths not ground paths. How does it looks like: What do we have here:
First of all XC_EditorAdds builder shows in COLORS these paths. Here Red means R_FLY flag which these nodes have. Open map in Editor for having an image about what is there. Here are used bigger nodes - more tall more exactly which are not connected in plain Editor, do a test and see how paths are screwed up if you rebuild them.
And let me show you a report: If you are ready to rock you'll need these connections, or else we need a mapping convention for Jets using some specific nodes and mapped Flags in Run-Time ONLY in XC servers. It's up on you guys how do you want this...
The main note:
If you ask how do I know if these are working it's simple in a way. You can use RememberSpot on one side and ShowPath in other. If you walk normally as a ground unit you'll won't have any result. But things are changed if you will input some commands in console before testing:
Set PlayerPawn bCanFly 1
Fly
The command ShowPath should spawn navigation beacon if network is usable by flying.
Perhaps A video for you would clarify these - but I need first to prepare map and removing MH things which I added there.
UncodeX Stuff
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My UT Mapping works...
Learn the rules like a pro, so you can break them like an artist.
- Pablo Picasso -
Not often maintained
My UT Mapping works...
Learn the rules like a pro, so you can break them like an artist.
- Pablo Picasso -
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Re: SLBotBrain.uc - Class for bots using jets.
I like this idea better than having to edit every map. I do know however alot of RX maps made back in the day did not have pathing for AI. That being said we will most likely be editing maps anyways.
Re: SLBotBrain.uc - Class for bots using jets.
For a simple method we are preparing a small package to be imported in MyLevel with custom nodes - taller than original - similar to QueenDest if not bigger. For rebuilding paths would be needed XC_EditorAdds or else nothing happens properly.
You can point me an old RX map which you would like to work with for A.I., I'll map aerial paths and I'll make sure to be full connected Flag to Flag. Diego can figure the "HowTo" and you will have needed stuff.
For future we can have them even mobile, preventing Bot to fly through the same spot, deviating a bit randomly. But first we have to do basics.
You can point me an old RX map which you would like to work with for A.I., I'll map aerial paths and I'll make sure to be full connected Flag to Flag. Diego can figure the "HowTo" and you will have needed stuff.
For future we can have them even mobile, preventing Bot to fly through the same spot, deviating a bit randomly. But first we have to do basics.
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My UT Mapping works...
Learn the rules like a pro, so you can break them like an artist.
- Pablo Picasso -
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Learn the rules like a pro, so you can break them like an artist.
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Re: SLBotBrain.uc - Class for bots using jets.
ChronicZen is a classic RX map. There are several versions on the server so just pick one.
Re: SLBotBrain.uc - Class for bots using jets.
Okay, I'll get it. For the moment I've done this one. Take a look here:
I even excepted paths through those mover walls. I go to do some stunts as Flier Pawn.UncodeX Stuff
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My UT Mapping works...
Learn the rules like a pro, so you can break them like an artist.
- Pablo Picasso -
Not often maintained
My UT Mapping works...
Learn the rules like a pro, so you can break them like an artist.
- Pablo Picasso -