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Bots avoid bumping into friends #1540
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Bots avoid bumping into friends #1540
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This probably needs to be combined with some sort of objective handling code, as currently the way the bot_seek_and_destroy behavior works, the bots will spread out a bit and then try to get closer to the objective again. bot_avoid_bumping_friendlies.mp4 |
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| const float avoidRange = 200.0f; | ||
| const float avoidRange = 75.0f; |
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perhaps this value should be lowered while we look at this erratic behavior around the objective? A standard humanoid hull is 32 hu wide, that seems like a good value, though I don't know exactly what end result you are looking for.
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32 hammer units seems to work okay with normal 5v5 player numbers:
bot_avoid_bumping_friendlies_32u_spacing.mp4
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| void MonitorArmedStickyBombs(CNEOBot* me); | ||
| #endif | ||
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| void AvoidBumpingEnemies(CNEOBot* me); |
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are we certain we don't want the bots to avoid bumping into enemies?
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I think the likelihood that bots are going to be in close proximity with their enemies is relatively low. In the case where they did get into a situation where they are bumping into their enemies, I don't want to interrupt the bot's combat routine to mess with their movement keys like this function does. My speculation is that this function was more for a Left 4 Dead situation where an enemy like a Witch was passive, and you don't want your friendly AI to accidentally walk over them.
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Space out about 32 units which is about human width
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Description
Bots when they are not going anywhere in particular will check if they are touching a teammate and then move away.
Toolchain