last day (670 days later) » 

10:07 PM
Oo, catchy title
TF2-based... wow
 
I guess I should have been more specific
It's not TF2-based, it's in TF2
 
is this a ploy to get PPCG to write you some bots for your 6v6?
 
The bots will be controlling demoman puppet bots playing on a flat arena
It'll be Arena Mode first to three
@CᴏɴᴏʀO'Bʀɪᴇɴ No, I just thought of it while working on them
 
@quartata okay lol
 
The main issue is that the specification is going to have to be really really detailed
Gimme 15 minutes then I'll need your help testing something
 
10:09 PM
very detailed
 
@CᴏɴᴏʀO'Bʀɪᴇɴ Because I'll have to describe all the stock weapons for the demoman
 
Yeah
 
not that hard
jk lol
 
But answer this: what's the dimensions of the frustum in which a melee swing will connect?
These are the kinds of questions I need to find the answers to
 
10:10 PM
brb googlien frustum
 
Can you answer off the top of your head what the splash radius of a stickybomb is? :P
 
35!
I actually have no idea
 
Wait, really?
35 hammer units is really tiny
 
I'd be surprised..
 
10:12 PM
6 ft: 47-90
3 ft: 60-124
Under: 103-138
damage
is TF2 open source? :P
 
No.
It's not that hard to figure the splash parts out programatically though.
 
Hmmm
This is tricky actually because the bots will have to be fast
TF2's tickrate is 66 which means that you can potentially submit a command once every 15 milliseconds
 
maybe require a fast language
or timeout
> Ultimately reduces damage done by Stickybombs to enemies < 512 Hammer units from the Demoman
 
@CᴏɴᴏʀO'Bʀɪᴇɴ It's not a big deal but it does mean faster bots = better bots
 
10:18 PM
true
it could be hard tho
 
Not really, if the bot is done right there should only be a few times where it needs to reevaluate its current agenda and do something that takes longer than 15 ms
So I'm not worried
 
The bot code will be running asynchronously and any commands that get through will be stored and processed next tick
So even they're late they'll get through eventually
 
though you're going to have some nut try alpha-beta whatever pruning a bajillion scenarios
@quartata oh
 
That nut will be bad nut
I'm expecting that the "simplest" bot will try to keep the enemy in range of pipes at all times while circle-strafing and use polynomial extrapolation to aim the pipes
OK, back on track. Lemme see here
What data should I give the bot?
My plan was every tick to send the data via STDIN
I suppose the obvious ones are
current health current clip current position enemy position
I think I should also add a hit boolean if something just hit + how much damage
 
10:23 PM
yeah
 
Anything else?
 
maybe a clip array representign the clips of all your weapons
+ total ammo left
perhaps a nav mesh?
 
@CᴏɴᴏʀO'Bʀɪᴇɴ They won't need that, the arena will be 1024 by 1024 Hammer units and perfectly flat
They can path themselves
 
@CᴏɴᴏʀO'Bʀɪᴇɴ Oh yeah, hurr
 
10:24 PM
any health or ammo?
 
@CᴏɴᴏʀO'Bʀɪᴇɴ They'll have infinite ammo
@CᴏɴᴏʀO'Bʀɪᴇɴ No.
 
But not infinite clips. They will have to reload
 
that makes sense
give them all donkers for the lolz XD
do they know how much health the other players have?
 
I just realized I should probably remove melee.
@CᴏɴᴏʀO'Bʀɪᴇɴ No I could add that though
 
10:27 PM
@quartata why?
 
The perfect bot would just run forward dodging any pipes and avoiding stickybombs and melee the bot to death
 
@quartata it would probably be a good idea
 
Since melee is hitscan it's too easy for bots
 
@quartata well, that could make a cool counter strategy: if you see a bot like that, backtred and lay stickies as you go--then detobate. It's counterable.
 
@CᴏɴᴏʀO'Bʀɪᴇɴ I don't know
Oh, I just realized something. They should get the positions of enemy pipes and stickybombs. Hurr.
I think I'll make it so that they have to be within a certain distance to "see" stickybombs.
 
10:35 PM
good idea
I just finished a round against three hackers
it was horrid
I uberchained with this dude and we were able to get them :P
so it's control points? not KotH?
I don't know how to feel about that XD
 
It's not
It's pure Arena (deathmatch)
I just made up the room name on the spot
 
oh I see
how will you tell the bots what to do?
based on the output from submissions
 
That's what I'm doing right now
The controller
It'll be a SourceMod plugin
I'll hook into CBasePlayer::PlayerRunCommand and replace the usercmd with the last output we got
 
10:51 PM
oh, cool
brb
 
Should I make it so that bots can only turn their view a certain amount a tick?
Or should I make it so they can adjust their eye angle to whatever
 
11:13 PM
@quartata relative movement sounds better
 
No that's not what I meant
I meant should bots have a "virtual mousepad" in essence
Us humans can only move our mouse so much and so we can only turn our view in an FPS a certain amount in a certain time
But if I wanted to I could make it so bots have direct control over their eye angle which means they can turn as much as they want in one tick
I'm leaning towards the latter because it'll make some things simpler
 
11:34 PM
I think I might make the arena more complicated. hmmmmm
 
11:57 PM
@quartata yeah, it would. I actually have a high mouse sensitivity so I can practically move the mouse a long way
@quartata obstacles would be interesting--nice idea for sticky traps etc.
What's the winning criterion? most kills? points? is it team-based?
 

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