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Topic: Astar Algorithm for Cod2 |
r00t_ |
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General Member Since: Dec 15, 2010 Posts: 51 Last: May 16, 2011 [view latest posts] |
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Category: CoD2 Map + Mod Releases Posted: Friday, Jan. 28, 2011 05:37 pm |
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I want to write A* myself. No copying and pasting.
Instead of taking astar from meatbot, pezbot, etc, I intend to write it myself because copying is not just copying, there is a lot of code editing that goes along with it. And I simply just don't like the code editing, because sometimes I don't understand what the original writer intended.
And I guess maybe you're all right about meatbot and pezbot and all those mods having astar, but I believe this is not only A*, but a faded version due to the heavy aspect on waypoints. This is expected, because both those bots DO NOT need pure astar because the bots simply do not have to venture off the designated tracks set in place by waypoints. They simply just need to point and shoot. My astar is intended to let bots venture off the tracks made by waypoints. |
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[ATB] |
General Member Since: Feb 10, 2007 Posts: 135 Last: Apr 29, 2020 [view latest posts] |
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Category: CoD2 Map + Mod Releases Posted: Friday, Jan. 28, 2011 06:43 pm |
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r00t_ writes...Quote: both those bots DO NOT need pure astar because the bots simply do not have to venture off the designated tracks set in place by waypoints. They simply just need to point and shoot.
PeZBOT uses A* to calculate the optimal route from one side of the map to the other (from waypoint to waypoint), not to put one foot in front of the other as your reasoning suggests...
Meatbot doesn't use any search algorithm..
I wish you the best of luck, but you might want to take a look at PeZBOTs dynamic waypoint function and how well (or not) that works, and why the map itself (and the bots ability to recognise it) will probably be your biggest problem...
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BraX |
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General Member Since: Apr 29, 2008 Posts: 413 Last: May 26, 2012 [view latest posts] |
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r00t_ |
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General Member Since: Dec 15, 2010 Posts: 51 Last: May 16, 2011 [view latest posts] |
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Category: CoD2 Map + Mod Releases Posted: Saturday, Jan. 29, 2011 12:58 am |
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All your help and suggestions have been carefully considered. Including this pezbot mod. I found it and took a look at the script for it. After skimming for around 20 minutes, i was only half-way through it, and i still hadn't found something similar to astar that I could use. I am unable to attach a .gsc file or .txt file to this post (silly modsonline) and I also can't put it in a code box because it's too long. So for those of you how are familiar with pezbot, I am referring to pezbot.gsc found in the mod.
Hopefully someone can find something usable. (if someone has the time )
Thanks |
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botskiller15 |
General Member Since: Feb 17, 2008 Posts: 8 Last: Oct 20, 2011 [view latest posts] |
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[ATB] |
General Member Since: Feb 10, 2007 Posts: 135 Last: Apr 29, 2020 [view latest posts] |
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Category: CoD2 Map + Mod Releases Posted: Sunday, Jan. 30, 2011 05:54 pm |
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Hi BK,
As soon as I figure out how to release it to everyone else but you, it will be released... You know, bk, in the near 2 years you've been pestering me about it (during which I gave you a copy, but you lost it) you could have made the damn mod yourself...
Please keep in mind, my friend, that I don't owe anyone a single ounce of my time. This is my hobby, not my job. I also don't work for PeZBOT no more and I am busy doing other stuff, so pester someone else about making it or do it yourself...
Off Topic: Did you do some of the Meatbot waypoints in your mod or are they all by other people? |
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StrYdeR |
General Member Since: May 11, 2004 Posts: 11671 Last: Oct 7, 2021 [view latest posts] |
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r00t_ |
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General Member Since: Dec 15, 2010 Posts: 51 Last: May 16, 2011 [view latest posts] |
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Category: CoD2 Map + Mod Releases Posted: Monday, Jan. 31, 2011 12:26 am |
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StrYdeR writes...Quote: Please keep comments productive and non-flame inducing
I don't want to have to take action in this thread
Thanks StrYdeR, even though I think this thread is probably pretty much dead at this point. |
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