Explaining the Botinator Strategic Area problem (edit)
Revision as of 13:43, 5 December 2018
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(Created page with "This tutorial will explain the Botinator Strategic Area problem and how to fix it. Based on information provided by Apache Thunder After fiddling with the StrategicArea size...") Tags: Visual edit apiedit |
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But the main concern is that Botinator gets the position/size wrong. I'm not sure how the original creator of Botinator interpreted these numbers, but it definitely seems he got it wrong. I think I finally got them figured out. Here's an image from the debugger from as an example:
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▲[[File:XxeyHvs.jpg|thumb|692x692px]]
- In that image I explained how the numbers translated to the resulting boxes shown in the debugger when AI debugging is enabled. The boxes are now perfectly centered and the exact size of the capture radius of the CP they are tied to now that I applied my interpretation of how the numbers work.
I took the capture radius of each flag and "subtracted" it from the position of the control point and used that as my first set of vectors while the second set remained unedited. (basically just the absolute position vectors of the control points copied and pasted over.)
I applied this to all my CPs and now it looks like the SAs are
Well after working on BF242, it cropped up again and I decided to re-edit them to try and get them exactly where they should be and this turned out to be the correct way. The reason I posted this here is that Botinator gets these numbers wrong by quite a bit. Not only would they be off center, they appear to be nearly double the size they should be. This would result in idling bots near the flag because they think they are close enough to capture the flag, but they aren't. Odd since I thought the setOrderPosition code defined where they should stand inside a SA zone? Either case, having the SAs the size and position correct would definitely get bots capturing CPs better and Botinator gets this wrong.
Which honestly makes Botinator pretty useless. I always used Botinator for the purpose of automating the creation of SAs and seeing that it's getting them wrong, I have little reason to use Botinator any more. Not only that Botinator is already known for getting the setOrderPositions wrong too. At this point I just copy and paste the AI code from my other maps on a new map and just edit them to match the map's CPs and such. It practically takes the same amount of time (or even less) then firing up Botinator and then having to go in and fix the mistakes Botinator makes. I have to replace all the values Botinator puts in the SA position/size vectors anyways.
Also, the first set of numbers must always be less then the second set. If they aren't, the debugger will throw up an assert saying "
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