What's new
  • Visit Rebornbuddy
  • Visit Panda Profiles
  • Visit LLamamMagic
  • Visit Resources
  • Visit Downloads
  • Visit Portal

BRING BACK THE OLD "Collision & Go Arround AI"

Fulgar

New Member
Joined
Jun 22, 2013
Messages
41
Reaction score
0
We can't say it enough BRING BACK THE OLD "Collision & Go Around AI" from TankLeader 1 at least as a plug-in or regular option that we can choose to turn OFF or ON

I just got suspended for a day because of the current AL collision no stop thinking
suspended.webp
 
Oeps .... pfff

Yes bring it back, this is useless and stupit :-(
 
The release we did yesterday properly fixed the collision detection and generates a path around vehicles it collides with which is far more sensible than the previous stuck detection we had in TL1. If you're really desperate for it though, it could be done differently as a plugin.
 
The release we did yesterday properly fixed the collision detection and generates a path around vehicles it collides with which is far more sensible than the previous stuck detection we had in TL1. If you're really desperate for it though, it could be done differently as a plugin.


Hello Aevitas

We do not necessarily the collision detection from TL1, but the collision detection from TL2 is stupid. Bot the drive in a collision, back and forth, back and forth, back and forth. This does, the bot too long. This is not human like. Everyone can see this is a bot. I had to laugh when I saw the behavior of the bot.The collision detection needs to be improved. Thus, the collision detection is not useful. Too Stupid!! Sorry.

Thank you
Das_Ding
 
Hello Aevitas

We do not necessarily the collision detection from TL1, but the collision detection from TL2 is stupid. Bot the drive in a collision, back and forth, back and forth, back and forth. This does, the bot too long. This is not human like. Everyone can see this is a bot. I had to laugh when I saw the behavior of the bot.The collision detection needs to be improved. Thus, the collision detection is not useful. Too Stupid!! Sorry.

Thank you
Das_Ding

I can confirm this, It now just keeps driving back and forth and doing nothing else. Also if someone is close to you behind, it will stop and go backwards into them.
It went from being "obvious" to "announcing that it is a bot".
 
The release we did yesterday properly fixed the collision detection and generates a path around vehicles it collides with which is far more sensible than the previous stuck detection we had in TL1. If you're really desperate for it though, it could be done differently as a plugin.

No It didnt. It painted "I am a BOT" in big white letters on the top. The Bot drives back and forth and does it ad infinitum. It does not successfully generate a path round the vehicle. Nice try but no cigar.

[08:33:27.619 N] We're stuck! Running unstuck behaviour..
[08:33:29.169 N] Poi set to Roam. Reason: User-defined waypoint
[08:33:31.372 N] We're stuck! Running unstuck behaviour..
[08:33:32.920 N] Poi set to Roam. Reason: User-defined waypoint
[08:33:34.296 N] We're stuck! Running unstuck behaviour..
[08:33:35.847 N] Poi set to Roam. Reason: User-defined waypoint
[08:33:37.288 N] We're stuck! Running unstuck behaviour..
[08:33:38.835 N] Poi set to Roam. Reason: User-defined waypoint
[08:33:40.310 N] We're stuck! Running unstuck behaviour..
[08:33:41.857 N] Poi set to Roam. Reason: User-defined waypoint
[08:33:43.450 N] We're stuck! Running unstuck behaviour..
[08:33:45.001 N] Poi set to Roam. Reason: User-defined waypoint
[08:33:45.642 N] We're stuck! Running unstuck behaviour..
[08:33:47.182 N] Poi set to Roam. Reason: User-defined waypoint
[08:33:48.700 N] We're stuck! Running unstuck behaviour..
[08:33:50.243 N] Poi set to Roam. Reason: User-defined waypoint
[08:33:52.279 N] We're stuck! Running unstuck behaviour..
[08:33:53.823 N] Poi set to Roam. Reason: User-defined waypoint
[08:33:55.481 N] We're stuck! Running unstuck behaviour..
[08:33:57.034 N] Poi set to Roam. Reason: User-defined waypoint
[08:33:57.130 N] We're stuck! Running unstuck behaviour..
[08:33:58.685 N] Poi set to Roam. Reason: User-defined waypoint
[08:34:00.275 N] We're stuck! Running unstuck behaviour..
[08:34:01.829 N] Poi set to Roam. Reason: User-defined waypoint
[08:34:03.232 N] We're stuck! Running unstuck behaviour..
and so on

I then manually stopped the bot as someone commented my tank was a bot. I then replied saying I wasnt to dispell any suspicion and carried on manually.

Luckily you can disable collision detection in the globalsettings.xml
 

Attachments

We've just released an update which makes the collision detection and unstuck stuff a bit more laid back and less on steroids. Let me know how it works out and if it needs further tweaking.
 
still doing it going back and forth several times that could be deemed as noticeable.

see

[23:34:21.512 N]
[02:00:00.855 N]

I would say it looks better but needs more testing.

Only difference I can see is it detects an obstacle, goes straight back, waits a few seconds then drives forward.
Surely when it drives back it should angle itself 45 deg left or right then go forward again ?
 

Attachments

Well the collision detection stops the bot from pushing friendly tanks out of cover or blocking them. thats a huge plus.
But it doesnt get's around the obstackles and drives back and forth. every time im playing by myself i can see some guys doing this pattern and than i know OK this is for sure a tank leader XD

Id rather let the bot push friendly tanks and wracks so it seems that someone is using it as cover or is just an ahole by pushing small tanks around.

sometimes the bot gets stuck on a stone or a house the collision detection doesnt help at all for this kind of collision.

first time i saw the tank going back and forth i felt rememberd of this XD (start @ 1 minute mark)

[video=youtube;k0xgjUhEG3U]http://www.youtube.com/watch?feature=player_detailpage&v=k0xgjUhEG3U#t=65s[/video]
 
yeah think I've been lucky so far. Just going to disable collision detection in globalsettings.xml and use it without till the powers that be figure what to do.
 
I'm still working on making it more sensible as we speak.
 
Thing I'm running into is performance though; the game runs a lot less fluently with the stuff I've implemented right now but it seems to be doing a better job at detecting collisions properly. Not sure if it's worth the trade off.
 
I just released an update which has the new collision detection stuff in. The game may stutter a little bit more and it'll use sub-optimal turning for now but it behaved a lot better than the previous collision detection during my tests. Let me know how it works out.
 
thanks. just done a couple of battles. it hit a tank, reversed, turned away and continued on its way. Mine doesnt stutter at all plays fine. I have it on 1024 x 768 with all settings minimum when using bot.

Only thing mine still does is the gun it always seems to point it towards wherever the flag is. Even though the option for having it pointing towards the front it just ignores this
 
Back
Top