How to get moving?

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metageoff

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May 16, 2010, 9:58:15 AM5/16/10
to unrealdecoy
I'm trying to get my bot moving when it's not taking damage or seeing
another bot. Been looking at the STATE information, particularly the
STATE|NAV and STATE|PICKUP messages. Those contain things and places
to visit but the is_reachable flag is always False. I'm assuming that
False means RUNTO won't work right?

I'm working on collecting state messages into a structure - should I
just run to these things anyways?

Geoff

kareem613

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May 18, 2010, 9:43:38 AM5/18/10
to unrealdecoy
My basic strategy is to just run to any waypoint I can see when
there's nothing to shoot at or pickup. The state info should indicate
which way points you can see.
Its entirely possible the is_reachable flag can't be trusted. We
haven't investigate that in particular. Have you tried to run to a
waypoint regardless of that flag?

Geoff Longman

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May 18, 2010, 11:29:08 AM5/18/10
to unrea...@googlegroups.com
Thanks for the pointer. No I haven't tried running at anything yet. I'm still trying to get the server to respond to my messages - see my other post ;)

Geoff

warf

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May 18, 2010, 12:01:05 PM5/18/10
to unrealdecoy
Looking back over my logs, there definitely seems to be a lot of
reachable = False on the navpoints. Might be worthwhile to investigate
in the mutator code what "reachable" actually means -- is it
considered unreachable if you can't get to it in less than N hops
through the server-side pathing algorithm? Is it unreachable if it's
not on the same "floor" of the map, or maybe further than M meters
away from the bot?

Fortunately, if you try to RUNTO a navpoint that really is
unreachable, more often than not your bot will simply ignore the
command... so being totally accurate/explicit about this rule in your
client-side code isn't essential to get up and running.

Warf

metageoff

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May 18, 2010, 7:26:20 PM5/18/10
to unrealdecoy
cool. I have a bot the runs around like a silly bugger now. thanks for
the help.

Geoff
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