quote:
Original post by d000hg
I mean what direction I''m hit from - if it''s 45 degrees (just out of vision) I''ll likely turn & shoot wheras if he''s directly behind me I''ll run away!
I''ve been considering it, but it''s very low priority, and I haven''t come up with a good enough solution. Right now I''m thinking that if it is implemented, then the direction will be a direction with +/-N degree error, or possible a relative direction (forward, left, right, behind). To tell the bot being hit exactly where the shot came from would be completely unrealistic.
quote:
1)How exactly is the wall thing working? My bot''ll turn until he''s almost running along the walls but still trying to run just outside them then seems to stop seeing the wall completely.
A perpendicular line is drawn (I''ve explained this several times) from your bot to the wall. If your FOV interesects this line, the bot sees the wall. I think it adds more challenge to wall detection, but alot of people are complaining about it.
quote:
2)When I run right into something I seem to stop detecting it - by bot stops trying to turn and tries to run straight through.
I have to look into it. I haven''t had this problem.
quote:
3)Do all the bool returning functions tell you anything? It would be really helpful if they passed/failed.
Yes. If they pass they return true, if they fail they return false.
quote:
4)Which methods can only be called once an update and which can be called multiple times successfully?
Get()''s can be called multiple times, but any Set()''s, Fire(), SelectWeapon(), etc can only be called once. In other words, you can only command your bot to do something once, but you can retrieve information about the arena as often as you''d like.
quote:
5)What are the delay times for firing/changing weapons & grenade timer please? Can they be put in the readme as ''official'' information rather than just word-of-mouth? (In fact all the info being set in stone would be nice).
Stuff like this hasn''t made it to the documentation yet. It''s a matter of priorities and time, and I''ve already said at the first release that the documentation would not be complete. I''ve also already answered this one somewhere.. 0.2 second reload for gun, 2.0 second reload for grenade. When you switch weapons, the reload time goes into effect.
quote:
6)Can you give us one Turn() method which includes both left and right, and one GetAmmo(int WeaponType) method which would be better if more weapons get included.
For the turns - I''ve thought about it, but I like how it is right now. For the ammo, it will probably evolve into that.
quote:
7)When we get the data on an object in sight, is it pointing at the centre, the nearest point to 0 degrees or the nearest point to me? Does it include my bot''s radius - ie does 0 mean we''re touching?
Direction is pointing to the center. Distance is the distance from your bot''s center to the center of the object. Radius is not taken into account.