Author Topic: AI-ing (.py files, coding, nose-orienting R+D, and help)  (Read 159471 times)

Offline nicsan2009

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« Reply #160 on: October 06, 2009, 07:28:47 AM »
If you are aing and you want to replace a bot does the weopons numbers at the end matter at all
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Offline Pwnator

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« Reply #161 on: October 06, 2009, 07:33:51 AM »
If your bot has the same amount of weapons the one to be replaced has, then it's fine. But the weapon numbers are very important for certain AI (FBS_2, for example). Apanx's bot exporter in the Tools section should help you with that.
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Offline nicsan2009

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« Reply #162 on: October 06, 2009, 07:39:28 AM »
Thanks a lot Pwnator
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Offline nicsan2009

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« Reply #163 on: October 06, 2009, 07:41:46 AM »
DP: it says that its not correctly registered or something like that
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Offline Naryar

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« Reply #164 on: October 06, 2009, 08:25:59 AM »
IMO the weapons entry barely counts on basic py's - why would changing your current tactic to Engage when all your weapon are gone would matter ?

Offline Naryar

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« Reply #165 on: October 06, 2009, 08:25:59 AM »
The weapons entry barely matters on basic py's.

Offline Madiaba

AI-ing (.py files, coding, R+D, and help)
« Reply #166 on: October 06, 2009, 08:40:43 AM »
Some AI.py have the option of changing tactics if you lose all of your weapons. These numbers at the end of the Bindings line are the component numbers (sequence of assembly) that if all are lost, then the AI.py will change over to the alternate tactic.
Else, they don't really matter.
.
« Last Edit: October 06, 2009, 06:16:02 PM by Madiaba »
Input is appreciated. :)
-Arrogance is a quantity devoid of quality...
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Offline JoeBlo

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« Reply #167 on: October 06, 2009, 08:52:48 AM »
Quote from: Pwnator;70845
If your bot has the same amount of weapons the one to be replaced has, then it's fine.


that is the only thing that matters ^ if I ever use basic .py files when numbers dont mean much I usually use lower numbers to avoid getting one that doesnt exist to a component (eg. 1, 2, 3, 4, 5,)

Offline nicsan2009

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« Reply #168 on: October 06, 2009, 04:02:43 PM »
Thanks
Hosted 2 Legit 2 Quit tourney Congrats Somebody
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Offline roboman2444

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« Reply #169 on: October 06, 2009, 05:31:44 PM »
so no thing for the sound py sript?
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Offline 123savethewhales

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« Reply #170 on: October 13, 2009, 04:29:03 AM »
I have a question.  instead of simply changing from one default tactic to the next, is it possible to change from 1 py to the next after all weapon breaks.  For example, suppose I want to start with omni, after all my front weapon breaks, I want to change to FBS_1, how would I approach this problem?

Offline philetbabe

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« Reply #171 on: October 13, 2009, 05:09:06 AM »
Quote from: nicsan2009;70843
If you are aing and you want to replace a bot does the weopons numbers at the end matter at all


see also this post :
Quote from: philetbabe;23541
So, what are these numbers in the weapons list contained in binding.py  ?

Offline roboman2444

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« Reply #172 on: October 13, 2009, 02:00:41 PM »
i have a tool that tells u all of the part #s in a .bot file so its easyer to do the weapons line in the bindings

i think its called exporter in the tools dl place on gtm
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Offline JoeBlo

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« Reply #173 on: October 13, 2009, 08:38:17 PM »
Quote from: 123savethewhales;72362
I have a question.  instead of simply changing from one default tactic to the next, is it possible to change from 1 py to the next after all weapon breaks.  For example, suppose I want to start with omni, after all my front weapon breaks, I want to change to FBS_1, how would I approach this problem?


my guess is

a new .py..

making the robot do the standard actions (like flip or ram, whatever you wanted to do with omni) but dont have it able to use the spin input yet

use the section "def LostComponent(self, id):" with the numbers of the components and make it stop other actions and use spin (which you would then wire to whatever action you wanted

you would also want to add the section from FBS_1 that stops the spin analog when the robot is being couted out

thats just my guess and rough estimation of what you would need to do, it will probably be more complicated then what I said

Offline Madiaba

AI-ing (.py files, coding, R+D, and help)
« Reply #174 on: October 14, 2009, 12:22:53 AM »
Concerning the Immobile Warning, here's how it works (for those interested in knowing/utilizing it):
 
# Whenever any bot either initiates OR terminates the counting of an "Immobility countdown", a '1-Tick-assessment' of each bot is taken and stored as 'id'.
Code: [Select]

    def ImmobilityWarning(self, id, on):  # Sees anytime the "ImmobilityWarning" is turned ON or turned OFF by a bot.
.
.
# The condition " if on: " limits the assessments to only a bot initiates the "Immobility countdown"; it will not see if there is termination(turning off) of the count.
Code: [Select]

    def ImmobilityWarning(self, id, on):
        if on:   # Only sees when the "ImmobilityWarning" is turned ON by a bot.
 
.
.
# There can only be one bot designated for 'id', at a time. Thus in one 'Tick', it will sequentially look through bots 0-3 and the last immobile bot will retain the 'id'.
# The bot designated 'id', remains there, until: (1) the termination of its countdown, or (2) another bot begins an "Immobility countdown" and thus usurps the previous bot for the single 'id'.
Code: [Select]

      def ImmobilityWarning(self, id, on):
            if on:
                  if id == self.GetID():
 
.
.
# By default the bots are read/checked from lowest to highest number (0-3).
# If 2 bots initiate "Immobility countdown" simultaneously, then the lowest number bot is acknowledged as immobile first, but in the same 'Tick' is usurped by the higher number bot.
# (Thus in a simultaneous "Immobility countdown", the lowest number bot will be eliminated.)
# But you can designate the order by a "if id == 3: ", then put under it "if id == 2: ", then it will look at bot 3 first and 2 last. At the end of the 'Tick', bot 3 is usurped, and bot 2 will be the 'id'.
Code: [Select]

      def ImmobilityWarning(self, id, on):
            if on:
                  if id == 3:  
                  if id == 2:
 
.
.
# In a single 'Tick', it does see the initial bot(s), but as metioned, at the end of a 'Tick' only the last bot's 'id' is retained. But you can still 'tap into' in a single 'Tick', to find each bots status, if you write:
Code: [Select]

      def ImmobilityWarning(self, id, on):
            if on:
                  if id == 0:  a-command
                  if id == 1:  b-command
                  if id == 2:  c-command
                  if id == 3:  d-command
                  if id == self.GetID():  e-command
 
.
.
# Here, a '1-Tick-assessment' of all bots for INITIATION or TERMINATION of Immobile countdown is taken.
Code: [Select]

      def ImmobilityWarning(self, id, on):
            if id == 0:  a-command
            if id == 1:  b-command
            if id == 2:  c-command
            if id == 3:  d-command
            if id == self.GetID():  e-command
 
.
.
.
# ------
# Dead certain 100% ImmobileWarning system (# 1):
Code: [Select]

      def ImmobilityWarning(self, id, on):
            if id == self.GetID():
                  if on:
                        self.Turn ON Immobile system...
                  if not on:
                        self.Turn OFF Immobile system...
.
# Dead certain 100% ImmobileWarning system (# 2):
Code: [Select]

      def ImmobilityWarning(self, id, on):
            if id == self.GetID():
                  self.Counter += 1
                  if self.Counter == 1:
                        self.Turn ON Immobile system...
                  if self.Counter == 2:
                        self.Turn OFF Immobile system...
                        self.Counter = 0
 
.
.
Pardon any type O's since I don't belong up at this hour...
.
.
Input is appreciated. :)
-Arrogance is a quantity devoid of quality...
-As a client once told me "This is my story, and it's sticking to me!"
-Relationships these days are like the 'Arrival' section of the airport: a lot of baggage is being revealed in one place, and not a lot of it is being correlated to its real owners...

Offline roboman2444

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« Reply #175 on: October 14, 2009, 02:13:57 PM »
so still no thing to help me w/ the sound thing?
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Offline Madiaba

AI-ing (.py files, coding, R+D, and help)
« Reply #176 on: October 14, 2009, 04:43:04 PM »
Quote from: roboman2444;69768
... i need a py file that will play a sound when something passes thru a smartzone.
oh and it has to loaded for every bot. not just the ai.
so say its a boxing match, and one of the robots hits the other in a certain area(the smartzone). a sound would play like "bullseye!"
I thought CB answered your question....  
Ok. So,
Is this an Arena.py or AI.py?
What will the SZ be attached to?
Input is appreciated. :)
-Arrogance is a quantity devoid of quality...
-As a client once told me "This is my story, and it's sticking to me!"
-Relationships these days are like the 'Arrival' section of the airport: a lot of baggage is being revealed in one place, and not a lot of it is being correlated to its real owners...

Offline roboman2444

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« Reply #177 on: October 14, 2009, 04:45:31 PM »
no not really...
i was wondering if u could do it like cbs script pack. have it auto load when the match starts
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Offline Somebody

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« Reply #178 on: October 14, 2009, 08:06:26 PM »
Is there a way to make an AI for flail spinners that would use something along the lines of Melty brain to move? i know that I can drive those spinners but AI doesn't work for it.
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Offline Trovaner

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« Reply #179 on: October 14, 2009, 08:48:03 PM »
If by "cbs script pack", you mean the beetlebro's "RA2 Cheat Mode Pack" then I can already say that you can't have something load automatically when the original coding goes into or is loaded from the FPS window. As Click has already stated, smartzones can't be checked unless the bot is an AI so therefore unless you plan on using something other than smartzones to regulate a sound effect (such as in an Arena.py or AI.py check the distance and directions towards each opponent and activate the sound when an opposing bot meets criteria).

If by "cbs script pack", you mean something like Click's SFTW easter egg for the BBEANS AI Pack, that was done with completely different programming and wouldn't help the SZ issue.

Just a guess but it sorta sounds like your planning something involving human controlled cannons but I can already say that I've made an AI (not for human controlled bots but keep reading) that operates a vertical cannon but it isn't accurate because as the CO2 dwindles, the distance declines (at a currently unknown rate).

No offense but I would have posted a response sooner if Click hadn't already answered everything. If there was a way to get the smartzone thing to work, he would have stated it instead of the actual facts. When you asked why he couldn't do something like what he had done for his scripts (which is way to general to help us know what your talking about), I don't see how the facts would have changed. Then when you asked us repeatedly about it (and other questions), you always started with "so no" which IMO is kinda rude. If you really want another answer, you should be providing more details so that we can give you a more in-depth response. Again, I mean no offense but please take this into consideration for next time.