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  • ...subsequent point of impact, and so forth until you're perpendicular to the wall. -- [[User:Kuuran|Kuuran]] ...Ensure that your normal movement code can't assert it's angle if there is wall collision impending and ensure that you're aiming for the legal portion of
    7 KB (1,183 words) - 05:52, 8 October 2009
  • ...higher than 50% points, being a perfect balance between both. However this approach doesn't seem to work well in 1v1, maybe the minimum-risk part should get so ...e field unharmed, Diamond hides in corner safely, Firestarter stick to the wall back and forth, and Scalar run into bullets getting killed ;)
    1 KB (235 words) - 18:32, 27 August 2018
  • // walking stick into another wall) // smooths agains the west wall
    13 KB (1,998 words) - 20:08, 9 August 2011
  • ...er surfing (the 1.9 line) so fails to collect even close to the points the wall-bouncing 1.6 line does.... And frustrating to! -- [[PEZ]] Ah! My new 1.9 approach together with [[Axe]]'s good advice to allow wall bouncing at really close ranges made 1.9.3.3 jump up to compete with the st
    6 KB (986 words) - 21:36, 29 May 2009
  • ...ere are also advantages to staying around the same spot, particularly with wall collisions. But the answer is, really, there is no answer. The reason there ...(which is what I think [[Lacrimas]] does) is to put the distance from the wall into the parameters are pattern-matched - but it isn't quite as sophisticat
    7 KB (1,142 words) - 09:44, 22 May 2009
  • ...asses the enemy and calculate the resulting MEA. If the enemy didn't hit a wall, just use this, otherwise continue to the remaining steps. ...ll Smoothing]]. I use a wall stick of 80 and ignore wall hits (ie, use the wall to calculate how he will move, but let him move through walls).
    8 KB (1,357 words) - 18:58, 31 May 2012
  • I need serious help with this wall avoidance issue. This is the weakest spot of [[Marshmallow]] at the moment. ...18.0, battlefieldheight - 18.0) you won't hit any walls. You can make the wall margin greater than 18.0 to account for the fact that bots make wide turns
    15 KB (2,344 words) - 19:09, 12 February 2011
  • ...just turn the bot to go more and more parallell to the wall. Smoothing the approach angle. To see an implementation, check out RandomMovementBot. To see a more ..., to start turning at the turn rate (just assume 4 deg/tick) and avoid the wall. This essentially makes some kind of arc, where you can find the perpendic
    25 KB (3,940 words) - 15:03, 10 January 2012
  • ...DynamicDistance - against good bots it is always better to retreat than to approach. Against poor bots there may be an advantage in staying at distance where ...toward/away from them in those situations. Just a thought. Not that the wall movement is all bad, I just choose to never smooth the walls if it requires
    12 KB (2,162 words) - 09:43, 22 May 2009
  • : I have a similar approach than [[Darkcanuck]], but since I don't want to forget to remove anything, I ...gy (enemy or me), it's a real mess when Crazy is pinned between me and the wall ramming back and forth and shooting me. I guess the next step will be filt
    13 KB (2,176 words) - 07:38, 10 June 2009
  • ...s that hit you on the wall, the greatest escape angle would be to meet the wall just as the [[Wave]] hits (the shortest distance between where you are and ...to walls like crazy. Your idea of translating everything to the right hand wall is brilliant. =) --[[David Alves]]
    30 KB (4,716 words) - 00:43, 13 July 2010
  • ...g. I fixed the problem with Gouldingi acting stupid when close to the same wall as the enemy, But I think the main difference is that I added some randomne ...rsistence to Dalek but I am not sure this will work better than my current approach. I'll test it and see. I don't have your courage - to send untested code ou
    9 KB (1,571 words) - 05:50, 8 October 2009
  • Hmm... Well the first thing to come to mind would be increasing the approach angle--[[User:CrazyBassoonist|CrazyBassoonist]] 02:45, 14 October 2009 (UTC Well, you just approach at a steeper angle. The only catch is that at a steeper angle you have a gr
    11 KB (1,756 words) - 02:38, 15 October 2009
  • ...locity change, ticks since CCW/CW change and straight-line distance to the wall as inputs. All of them are split up into smaller feature ranges so there a ...are very strong in classification problems, so Gaff's targeting takes that approach instead. I've also tried using a net to do predictive pattern matching (see
    14 KB (2,238 words) - 16:57, 27 July 2009
  • == I Hate Wall Avoidance == ...'m now toying with the idea of moving my orbit target to avoid hitting the wall, rather than trying to adjust orbit path separately. Though I'd prefer a s
    42 KB (7,215 words) - 02:40, 6 November 2011
  • ...yhow, I just tested and a bot can approach to within 18.0001 pixels of the wall or so, so 36x36 is a good assumption. -- [[User:Jamougha|Jamougha]] ...ldn't hit walls once because he would be within 17.999999999 pixels of the wall and it screwed it up. -- [[User:Kawigi|Kawigi]]
    10 KB (1,811 words) - 05:52, 8 October 2009
  • ...potential bugs) match this. One thing though, I thought that the iterative wall smoothing came from Jam. At least I first saw it in one of the Raikos. Slig ...ages being used about 10% of the time and random selection 5%). My hybrid approach will be to change this behavior to take the second wave into account in the
    12 KB (1,909 words) - 19:50, 9 September 2011
  • ...then the escape angle the enemy would reach if he did the same but with [[Wall Smoothing]], and I take the larger of the two. I have been wondering if it' ...it for precise GFs, but it does use (precise MEA / traditional MEA) as its wall distance attribute in 1v1. --[[User:Voidious|Voidious]] 14:31, 13 September
    14 KB (2,406 words) - 20:07, 5 October 2010
  • ...e of the early versions of one of the Flood* bots. Those could pin me to a wall. Next set were some of the tobe.* bots (particularly [[Gravitron]]). But as ...s, but can be tricked badly by some movements... It's good at catching bad wall movement and if you don't have that the guns are more or less worthless. So
    30 KB (5,291 words) - 05:51, 8 October 2009
  • //Pez's wall smoothing code with adaptation ...a reduced linear gun with a nano sized wall hugging movement(its based on wall smoothing). --[[User:Khanguy|Khanguy]] 20:09, 15 May 2011 (UTC)
    16 KB (2,666 words) - 05:37, 27 September 2011

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