Re: Map assessment and pathing enhancements
Posted: Wed Sep 30, 2020 8:29 pm
Coming at Next Post with more ON-Topic Data.
Speaking about Bot40... whatever map.
First of all apparently Bot Support is perfect but... it's a butt in stage - lol.
If we are ignoring 4172 reachSpecs which map is hosting and other junkish bytes, we can discuss a bit about that uber SmartAlternatePath used here and which is not smart at all - it' s FAKE NEWS.
Some variable is saying
You can touch it in any rapid succession because actually we do have function Touch:
Which is only updating a variable without to prevent anything in a Rapid Succession - it's an abomination - all that statement should be into brackets and it's not - iterator keeps being called without problems. So we do have a potential spam but which won't occur because...
And then this is acting only like a plain AlternatePath because when we are writing codes debugging logs might help in preventing to generate junkie codes with no purpose just to look "smart" - it's nothing smart here. Collision with Actors is nowhere so you won't have any call to the Touch function .
And then... by adjusting code and... by reducing reachSpecs at 946 game runs with no issues.
The next is a virtual scenario. Assuming a game with Bots very balanced and running hours, we are adjusting SelectionWeight for these SmartAlternatePaths. Does it stops somewhere or it goes to crazy values ? I don't see a CAPPING stuff anywhere so yes it goes crazy at a moment due to fascinating "Touch" code.
Guys writing these, you can wipe your back side with these abominations - I'm doing things other way, geniuses. These ancient codes do not have anything "SMART" at all, it's all dumber than a rock .
As for DevPath comments
Let me see, SmartAlternatePath like stock AlternatePath is addressing BOT Via CTF game controller and Flag. Perhaps, exactly like other Bot Stuff - InventorySpot/PlayerStart - these could be lowered as placement and perhaps educated with a smaller collision than a plain collision - goddamn, it's about Bots not about Titans, these can be lowered because this way is the best match toward Bot. Monster won't use this after all unless has a deal around, but if there is enough space in room, reachSpec won't discard to many creatures from crawling around.
Speaking about Bot40... whatever map.
First of all apparently Bot Support is perfect but... it's a butt in stage - lol.
If we are ignoring 4172 reachSpecs which map is hosting and other junkish bytes, we can discuss a bit about that uber SmartAlternatePath used here and which is not smart at all - it' s FAKE NEWS.
Some variable is saying
Code: Select all
var float ReTouchTime; //Delay so selection weights don't get altered many times if we get touched more than once in rapid succession
Code: Select all
function Touch( actor Other )
{
local SmartAlternatePath A;
if ( Level.TimeSeconds - ReTouchTime >= 4 )
ReTouchTime = Level.TimeSeconds;
foreach AllActors( class 'SmartAlternatePath', A )
if (A != Self)
A.SelectionWeight += 0.5;
}
And then... by adjusting code and... by reducing reachSpecs at 946 game runs with no issues.
The next is a virtual scenario. Assuming a game with Bots very balanced and running hours, we are adjusting SelectionWeight for these SmartAlternatePaths. Does it stops somewhere or it goes to crazy values ? I don't see a CAPPING stuff anywhere so yes it goes crazy at a moment due to fascinating "Touch" code.
Guys writing these, you can wipe your back side with these abominations - I'm doing things other way, geniuses. These ancient codes do not have anything "SMART" at all, it's all dumber than a rock .
As for DevPath comments
Let me see, SmartAlternatePath like stock AlternatePath is addressing BOT Via CTF game controller and Flag. Perhaps, exactly like other Bot Stuff - InventorySpot/PlayerStart - these could be lowered as placement and perhaps educated with a smaller collision than a plain collision - goddamn, it's about Bots not about Titans, these can be lowered because this way is the best match toward Bot. Monster won't use this after all unless has a deal around, but if there is enough space in room, reachSpec won't discard to many creatures from crawling around.