Author Topic: Film Bots  (Read 41539 times)

I still wonder if a better support for vehicles would be possible

I still wonder if a better support for vehicles would be possible

I feel as though there is a way, but regardless of what I try I can't seem to figure out what's wrong.

The main problem right now is that when a bot enters a vehicle, they immediately snap the wheels to the left of right. I want to believe this has something to with setaimvector. I have traced and dumped and I even made a help topic, but this is simply out of my reach.

If anyone has any bright ideas, I'm all ears.

How about somehow disabling the aim detection of the bot when it enters a vehicle? We use the A and D keys to steer it then, the script could identify those buttons that when pressed it steers the car
« Last Edit: January 23, 2016, 07:13:58 PM by Filipe »

How about somehow disabling the aim detection of the bot when it enters a vehicle?

Not really sure what you mean.

Not really sure what you mean.

Like, when a bot gets in a car, the script stops detecting where it's aiming so it won't affect the steering.

I smell youtube advertisements for blockland!

I feel as though there is a way, but regardless of what I try I can't seem to figure out what's wrong.

The main problem right now is that when a bot enters a vehicle, they immediately snap the wheels to the left of right. I want to believe this has something to with setaimvector. I have traced and dumped and I even made a help topic, but this is simply out of my reach.

If anyone has any bright ideas, I'm all ears.
i can tell you that according to hata, the compass points for vehicles is different than for players - for vehicles, north seems to be the direction the vehicle is facing, not true north. Or something along those lines.

He had to debug/resolve this for his flip mod, which involves mounting a player to an invisible barrel vehicle and then adding rotation. I can send you the mod if you need, to see what he did in regards to this.

Like, when a bot gets in a car, the script stops detecting where it's aiming so it won't affect the steering.

The bot will turn immediately, even if it was not issued any aim commands. For example, the bot only updates aim when the player moves their aim. But if you film yourself jumping into a car without moving your aim at all, the bot still turns.

I can send you the mod if you need, to see what he did in regards to this.

Could be useful thanks.

The bot will turn immediately, even if it was not issued any aim commands. For example, the bot only updates aim when the player moves their aim. But if you film yourself jumping into a car without moving your aim at all, the bot still turns.
Let's get technical.

https://youtu.be/dWvtY7J5jbo

The video shows me filming myself jumping into the vehicle and driving forward. But upon playback, the bot jumps in and flicks its wheels to the right, driving in circles.

This is a dump of the scene object in the video.

Code: [Select]
==>findclientbyname("whi").filmscene1.dump();
Member Fields:
Tagged Fields:
  action0 = "2 1"
  action1 = "6 1"
  action2 = "6 0"
  action3 = "2 0"
  action4 = "2 1"
  action5 = "2 0"
  curraction = "6"
  currreplay = "7"
  name = "1"
  replaystart = "488930"
  sched = "9924"
  Start = "464706"
  time0 = "1024"
  time1 = "1439"
  time2 = "1704"
  time3 = "1892"
  time4 = "3140"
  time5 = "3679"
  time6 = "5695"
  total = "5695"
Methods:

action0 - action5 are the only commands issued to the bot. The first number is the command, the second is the argument.
2 is the command for moveforward and 6 is the command for jump.
So... the instructions are:

  • Start moving forward at 1024ms
  • Start jumping at 1439ms
  • Stop jumping at 1704ms
  • Stop moving forward at 1892ms
  • Start moving forward at 3140ms
  • Stop moving forward at 3679ms
  • End scene at 5695ms

At no time is the bot's aim updated. The only time the bot sets its aim is when it is created at the very beginning of the scene. The vehicle treats players and bots differently and unless I figure out this difference, Filmbots will have no vehicle support.



Update:

i can tell you that according to hata, the compass points for vehicles is different than for players - for vehicles, north seems to be the direction the vehicle is facing, not true north. Or something along those lines.

Ok yea this is on the right track; entering the vehicle while facing north keeps the wheels straight.

Things are lookin good for vehicle support.


It's a loving miracle.
« Last Edit: January 24, 2016, 07:47:24 AM by Whirlwind~ »



Oh boy, this is going to be awesome!

yeeeee

glad i could help :D