Menu

Help PLEASE!!!

2006-08-29
2013-04-25
  • Nobody/Anonymous

    Why my bots are stupids? dont evolve all time are shulk and i need onos to kill.... were can i put more skills to add bot.... if i see 1 gorge dont build.... defense chambers... and resource towers.... my bots are stupids please help me!!

     
    • jeff

      jeff - 2006-08-29

      Sounds to me that your missing something.  Did you just upgrade from an older version?  Check your whichbot/conf/whichbot.txt file.  This looks like the best place to start.

       
    • Rich Strom

      Rich Strom - 2006-08-31

      If they're not evolving, and it's a custom map, it's because of bad waypointing.

      The reason the gorges aren't building is because the messages whichbot receives are no longer be parsed correctly (check the bug reports).If you don't know how to compile the source you'll just have to wait for clamatius to do an update.

       
      • jeff

        jeff - 2006-08-31

        Bots can't even join a map if there is no waypoint.  Check to see if the bots are able to join and move out of the hive.  If they can reach MS then that can rule out bad waypoints.

         
    • Rich Strom

      Rich Strom - 2006-09-01

      umm.. I didn't say no waypoints, I said bad waypoints.
      The path the bot is on must be 'walkable' to the cc before the bot will evolve to another lifeform.

       
      • jeff

        jeff - 2006-09-01

        Not really.  Bots can evolve, even if there are no waypoints leading to MS.  They just need a path to walk, some points and a objective.

         
    • Rich Strom

      Rich Strom - 2006-09-01

      They will evolve upgrade but not lifeforms.

       
      • jeff

        jeff - 2006-09-01

        I remember when I waypointed ns_napo and had found broken pathways leading to MS.  The bots could NOT reach the cc yet there were onos, fades, gorges, lerks and skulks everywhere.  Needless to say, they were able to reach and build all 3 hives.  Try it for yourself masked, if you don't believe me.

        Now, if the bots are joining and able to move about but not evolving or building then most likely there could be a problem reading the whichbot/conf/whichbot.txt.  Try replacing this file with the latest version's default file.  See if that helps.

         
        • Rich Strom

          Rich Strom - 2006-09-01

          They may have evolved after they reached a walkable path but not before. If you don't believe me, read the code.

          I have edited several waypoint files to fix this very issue.

          I assume the reason this was done is to prevent skulks from evolving into an onos or gorge while in vent, or some other odd place, where they could become stuck.

           
          • jeff

            jeff - 2006-09-01

            I don't need to read the code, I see the effect first hand.  I have this one combat map ( can't remember the name right now ) but it has a vent with a larger opening in the center and the skulks going in there see the large free space and go fade in there, trapping themselves inside because they don't crouch. :-/ Your basicly shooting fish in a barrel when that happens.

             
            • Rich Strom

              Rich Strom - 2006-09-01

              Perhaps your thinking of an older version of whichbots? The current version simply doesn't allow it.

              Here's clams' own comment from the  function void Bot::checkEvolution()
              // Only evolve lifeform if we're near a walkable waypoint

               
              • jeff

                jeff - 2006-09-01

                Perhaps, if wb version 1.02 is old?  As far as I know, it's still the current version.

                They are evolving just about anywhere and once they got at least two hives with upgrades, they will evolve at the hive on spawn.

                The paths are walkable, only they are not reaching a cc.

                 
                • Rich Strom

                  Rich Strom - 2006-09-01

                  If they're evolving to a higher lifeform, then one of your paths is close enough to the cc to be considered walkable.

                   
              • Mike Cooper

                Mike Cooper - 2006-09-18

                That's the intended behaviour.  It prevents bots from evolving to fade etc. when in vents and other areas which are only accessible by flying or wallwalking.

                 
    • Nobody/Anonymous

      according to the code, a single hive gorge wont rush the marine base - yet it happens often.  and there is evolving happening in vents tunnels that aren't large enough to fit the lifeform.  just because a comment in the code says one thing doesn't mean it's law.

       
      • Rich Strom

        Rich Strom - 2006-09-02

        "according to the code, a single hive gorge wont rush the marine base - yet it happens often" -
        Where in the code does it say that? It does give a negative weight to their attack stategy so it makes it unlikely they will ever purposely seek out marine strutctures. The reason they end up in marine start, on some maps, is the path finding algorithm has chosen that path as the best way to get to there ultimate destination.

        "just because a comment in the code says one thing doesn't mean it's law. " - True. I was using the comment to sum up what happens in laymans terms. It doesn't change the fact that the bots need to be near a waypoint, that's walkable to the cc, before they evolve to a higher lifeform.

         
    • Woody56

      Woody56 - 2006-09-02

      {If they're evolving to a higher lifeform, then one of your paths is close enough to the cc to be considered walkable.} After making and corretcing other peeps waypoints I can say that no path no evolving.But I have seen evolving well into a game on badly waypointed maps,they probily got close enough to the cc. lol  kustomkarnage.com 

       

Log in to post a comment.

MongoDB Logo MongoDB