[Pogamut-list] Some doubts...

michal.bida pogamut-forum at artemis.ms.mff.cuni.cz
Wed Mar 11 12:29:09 CET 2009


Re: Some doubts...

Author: michal.bida

> Hi, I have some doubts about GB. I'm about to read its sources... but maybe you already know the answer to my questions.
> 
> First of all, I see there are several high level commands I can send to control my bot. Even MOVE hides some kind of logic because it can make the bot moving between two location by its own. And then there's STRAFE which makes the bot moving towards a target facing something else.
>
> What I want to know is: where is this logic? Is something handled by GB or they are built-in in UT?

The logic you are looking for is in RemoteBot.uc in StartUp state. Its quite simple though. Latent built-in UT function MoveTo is used. For turning we use setting the FocalPoint which is a bit problematic, because if your bot changes position, so should FocalPoint, if you want to keep the angle. This is not implemented yet.
 
> And if the answer is GB, I'm wondering if it knows more information than those I can read from its messages.

The GB maybe knows more information, but everything important should be exported by now. There is huge advantage in GB that you can access information much faster then in client - there is no lag caused by converting messages in/out to string and sending them through TCP/IP. 

> The point is I really think that some kind of map information is needed more than the only nav-points. I need to know if I've a wall on my back or not.
> 
> Can I get this kind of information from GB (even modifying it)? What's the easiest way to get an usable map within Pogamut2?

Well for this the best possible solution is to define your set of rays for autotracing GB function. See commands ADDRAY, REMOVERAY, CONF and message ATR in ((Gamebots API list|List of all GB messages and commands)). You can then also visualize the rays in the game for better control. There is no other easy way how to get additional information about the geometry except of ray tracing. Although there are some works, that cracked UT map representation (for sure in UT99). I would consult http://wiki.beyondunreal.com/ and http://forums.beyondunreal.com/ on this topic.

> Thanks.

You're welcome. :-)

michal





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