I loved bots in NS1, me and a friend would go Marines and then spawn a ton of hard alien bots and have a great time fending them off, I hope NS2 gets good bots by default
Soul_RiderMod BeanJoin Date: 2004-06-19Member: 29388Members, Constellation, Squad Five Blue
The clue maybe in the title, OFFICIAL Bot. If the work was deemed to be going well enough, it may have been dragged under cover until official release.
AsranielJoin Date: 2002-06-03Member: 724Members, Playtest Lead, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, Retired Community Developer
Where does the idea come from that an official implementation is underway? I searched a little and couldn't find any clue. All i can see is that somebody started a bot, and probably didn't have time to continue.
Offical means that UWE will ship the bot with 1.0. UWE asked the comu to write a Bot for them if they like, that will be shipped as Offical BS2 bot. Like summit, it was a map created by the comu and then became offical. Just read charlies post again.
And this post is just a call to the comu to help UWE by programing a bot. Discussions about bots and projects are: <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=115772" target="_blank">http://www.unknownworlds.com/ns2/forums/in...howtopic=115772</a>, they started a colaboration to program a bot.
<!--quoteo(post=1910387:date=Mar 6 2012, 05:50 AM:name=player)--><div class='quotetop'>QUOTE (player @ Mar 6 2012, 05:50 AM) <a href="index.php?act=findpost&pid=1910387"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Could at least notify that an official implementation is under way, to avoid people wasting their time and all.<!--QuoteEnd--></div><!--QuoteEEnd--> There is no official bot implementation under way on our end. We were really hoping to see more progress from Onos Ate Me, but not sure where he went to. We are still hoping someone from the community can help out with this.
Since nobody seems to be working on a AI player for NS2 right now.. I took a look at <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=115772" target="_blank">Jeffco's</a> and <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=115405" target="_blank">BotGorge</a>. Some parts of their scripts were broken due to API changes, I fixed (most) of them I think.
I came up with a Jeffco based bot injected with some pathing work from BotGorge, seems to be working quite well :)
Here's a little video of it: <a href="http://www.youtube.com/watch?v=f9dXSZLHwIE" target="_blank">http://www.youtube.com/watch?v=f9dXSZLHwIE</a>
Even when I don't have much time right now, I'll keep you updated :)
I wouldn't mind downloading this. Bots of any working state will be useful for my girlfriend and I to practice. I would be grateful if you would upload then somewhere, no matter how buggy.
<!--quoteo(post=2018307:date=Nov 10 2012, 03:11 PM:name=Borsty)--><div class='quotetop'>QUOTE (Borsty @ Nov 10 2012, 03:11 PM) <a href="index.php?act=findpost&pid=2018307"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I would love to put the bot up on github again, but I'm not at home till wednesday approximately. I'll let you know when it's up :)<!--QuoteEnd--></div><!--QuoteEEnd--> Still eagerly waiting... :)
Same here :) I think, that Bots will populate the empty servers a bit more, after the bot quota has been reached...or that there are not so many empty servers anymore.
I've created a github fork and pushed my changes to it: <a href="https://github.com/Borsty/NS2Bot" target="_blank">https://github.com/Borsty/NS2Bot</a>
Everyone is welcome to help fixing and improving it at any given time, just drop me a pull request! :)
Right now alien ai players have the problem of not recalculating their pathing when a round starts / they get teleported.
<!--quoteo(post=2026984:date=Nov 17 2012, 06:14 PM:name=Borsty)--><div class='quotetop'>QUOTE (Borsty @ Nov 17 2012, 06:14 PM) <a href="index.php?act=findpost&pid=2026984"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Oh snap, sorry I left you waiting :(
I've created a github fork and pushed my changes to it: <a href="https://github.com/Borsty/NS2Bot" target="_blank">https://github.com/Borsty/NS2Bot</a>
Everyone is welcome to help fixing and improving it at any given time, just drop me a pull request! :)
Right now alien ai players have the problem of not recalculating their pathing when a round starts / they get teleported.<!--QuoteEnd--></div><!--QuoteEEnd-->
FORWARD TO SANDVI....TESTING!
Thank's a lot, I can't wait to try it out!
EDIT:
Hmm, the Bots seem to refrain from walking around (except the Aliens) and cannot build stuff :/ At least they didn't when I just tested them.
EDIT 2:
It sometimes works, that they build stuff...but yea, the AI still has flaws, but that's what we're testing for :)
Ah thanks for the headsup. Yea, I will look into the medpack error, or maybe someone already does and it is something derpy and happens even in vanilla NS2.
Thanks so much for this - having not played NS in so long, I wanted to give the Commanders Seat a bit of a practice with bots before giving it a try for real (hopefully saving myself too much embarrassment!).
Do these bots work well on a particular map, or should they operate equally well on all maps? I gave them a go on Summit, and most of the bots that were added did not seem to map path to anywhere, and tended to just sit there, running into walls. I do recall mention of a bug where bots may try and attack entities out of view - would what I'm seeing be this bug in action?
Anyway, cheers again :) I look forward to future development of this mod!
Pushed another update! - fixed the BotJeffco:FindPickupable error - improved path finding to actually get to the target and not stop too far away from it, should fix bots not being able to build/use etc
<b>Edit</b> Ok don't update, bots now totally fail to reach anything, looking into it :)
Comments
also others that have had there work implimented have said that it was so dont know.
UWE asked the comu to write a Bot for them if they like, that will be shipped as Offical BS2 bot.
Like summit, it was a map created by the comu and then became offical. Just read charlies post again.
And this post is just a call to the comu to help UWE by programing a bot. Discussions about bots and projects are:
<a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=115772" target="_blank">http://www.unknownworlds.com/ns2/forums/in...howtopic=115772</a>, they started a colaboration to program a bot.
There is no official bot implementation under way on our end. We were really hoping to see more progress from Onos Ate Me, but not sure where he went to. We are still hoping someone from the community can help out with this.
--Cory
Onos ate me... WHERE ARE YOU?!?!?!
I took a look at <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=115772" target="_blank">Jeffco's</a> and <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=115405" target="_blank">BotGorge</a>. Some parts of their scripts were broken due to API changes, I fixed (most) of them I think.
I came up with a Jeffco based bot injected with some pathing work from BotGorge, seems to be working quite well :)
Here's a little video of it: <a href="http://www.youtube.com/watch?v=f9dXSZLHwIE" target="_blank">http://www.youtube.com/watch?v=f9dXSZLHwIE</a>
Even when I don't have much time right now, I'll keep you updated :)
Can't wait for a release!
Is there a place where we can grab the latest code so we can give it a go? (Understanding that it is a work in progress)
Still eagerly waiting... :)
Same here :) I think, that Bots will populate the empty servers a bit more, after the bot quota has been reached...or that there are not so many empty servers anymore.
I've created a github fork and pushed my changes to it: <a href="https://github.com/Borsty/NS2Bot" target="_blank">https://github.com/Borsty/NS2Bot</a>
Everyone is welcome to help fixing and improving it at any given time, just drop me a pull request! :)
Right now alien ai players have the problem of not recalculating their pathing when a round starts / they get teleported.
I've created a github fork and pushed my changes to it: <a href="https://github.com/Borsty/NS2Bot" target="_blank">https://github.com/Borsty/NS2Bot</a>
Everyone is welcome to help fixing and improving it at any given time, just drop me a pull request! :)
Right now alien ai players have the problem of not recalculating their pathing when a round starts / they get teleported.<!--QuoteEnd--></div><!--QuoteEEnd-->
FORWARD TO SANDVI....TESTING!
Thank's a lot, I can't wait to try it out!
EDIT:
Hmm, the Bots seem to refrain from walking around (except the Aliens) and cannot build stuff :/ At least they didn't when I just tested them.
EDIT 2:
It sometimes works, that they build stuff...but yea, the AI still has flaws, but that's what we're testing for :)
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->[Client] Script Error #1: lua/Weapons/Marine/Rifle.lua:299: Attempt to access an object that no longer exists (was type Cinematic)
Call stack:
#1: [C]:-1
#2: lua/Weapons/Marine/Rifle.lua:299
self = Rifle-1055 {ammo=157, animationBlend=0, animationGraphIndex=0, animationGraphNode=-1, animationSequence2=-1, animationSequence=-1, animationSpeed2=0, animationSpeed=1, animationStart2=0, animationStart=0, blockingPrimary=0, blockingSecondary=0, clip=50, collisionRep=0, deployed=1, isHolstered=0, lastTimeSprinted=131.734375, layer1AnimationBlend=0, layer1AnimationGraphNode=-1, layer1AnimationSequence2=0, layer1AnimationSequence=-1, layer1AnimationSpeed2=0, layer1AnimationSpeed=1, layer1AnimationStart2=0, layer1AnimationStart=0, locationEntId=1380, locationId=13, modelIndex=72, physicsGroup=8, physicsGroupFilterMask=0, physicsType=1, primaryAttacking=1, reloading=0, secondaryAttacking=0, sighted=0, soundType=2, teamNumber=1, techId=128, timeAttackStarted=165.73487854004 }
player = Marine-1532 {activeWeaponId=1055, alive=1, animateAngles=0, animateDistance=0, animatePosition=0, animateYOffset=0, animationBlend=0.20000000298023, animationGraphIndex=30, animationGraphNode=21, animationSequence2=24, animationSequence=23, animationSpeed2=1, animationSpeed=1, animationStart2=165.51171875, animationStart=165.68310546875, armor=30, baseYaw=0, bodyYaw=-0.63210582733154, bodyYawRun=0, cameraDistance=0, catpackboost=0, clientIndex=1, collisionRep=0, communicationStatus=1, countingDown=0, crouching=0, currentBadge=1, currentOrderId=-1, darwinMode=0, desiredCameraAngles=Vector {x=0, y=0, z=0 }, desiredCameraDistance=0, desiredCameraPosition=Vector {x=0, y=0, z=0 }, desiredCameraYOffset=0, desiredSprinting=0, flashlightLastFrame=0, flashlightOn=0, flinchIntensity=0, followingTransition=0, fov=90, frozen=0, fullPrecisionOrigin=Vector {x=51.623832702637, y=-0.44171789288521, z=-94.766693115234 }, gameEffectsFlags=0, gameStarted=1, giveDamageTime=0, gravityEnabled=1, health=100, healthIgnored=0, inCombat=0, interruptAim=0, isCorroded=0, isMoveBlocked=0, isUsing=0, jumpHandled=0, jumping=0, lastOrderType=1, lastSpitDirection=Vector {x=0, y=0, z=0 }, lastTakenDamageAmount=0, lastTakenDamageOrigin=Vector {x=0, y=0, z=0 }, lastTakenDamageTime=0, lastTargetId=-1, layer1AnimationBlend=0.10000000149012, layer1AnimationGraphNode=128, layer1AnimationSequence2=-1, layer1AnimationSequence=33, layer1AnimationSpeed2=1, layer1AnimationSpeed=1, layer1AnimationStart2=0, layer1AnimationStart=165.73487854004, locationEntId=1380, locationId=13, maxArmor=30, maxHealth=100, mode=1, modeTime=-1, modelIndex=47, moveTransition=0, nanoShielded=0, onGround=1, onGroundNeedsUpdate=0, onLadder=0, parasited=0, physicsGroup=7, physicsGroupFilterMask=0, physicsType=1, poisoned=0, primaryAttackLastFrame=0, processMove=1, pushImpulse=Vector {x=0, y=0, z=0 }, pushTime=0, recentHealthChanged=0, requireNewSprintPress=0, resources=21.800001144409, runningBodyYaw=1.4398547410965, ruptured=0, secondaryAttackLastFrame=0, sighted=0, slowAmount=0, sprintButtonDownTime=0, sprintButtonUpTime=0, sprintDownLastFrame=0, sprintMode=0, sprintTimeOnChange=12, sprinting=0, sprintingScalar=0, standingBodyYaw=0.80775302648544, startCameraAngles=Vector {x=0, y=0, z=0 }, startCameraDistance=0, startCameraPosition=Vector {x=0, y=0, z=0 }, startCameraYOffset=0, stepAmount=0.00029170513153076, stepStartTime=165.57426452637, stunTime=0, teamNumber=1, teamResources=53, techId=42, timeLastHealed=0, timeLastMenu=0, timeLastSpitHit=0, timeOfCrouchChange=0, timeOfLastDrop=0, timeOfLastJump=42.6328125, timeOfLastOrderComplete=0, timeOfLastPhase=0, timeOfLastPickUpWeapon=0, timeOfLastUse=134.3046875, timeOfLastWeaponSwitch=163.7734375, timeSprintChange=163.7734375, transitionDuration=0, transitionStart=0, tweeningFunction=1, unitStatusPercentage=0, upgrade1=1, upgrade2=1, upgrade3=1, upgrade4=1, upgrade5=1, upgrade6=1, velocity=Vector {x=0, y=0, z=0 }, velocityLength=0, velocityPitch=0, velocityYaw=0, viewModelId=1896, viewPitch=0.43584895133972, viewRoll=0, viewYaw=1.4398547410965, visibleClient=0, vortexed=0, waitingForAutoTeamBalance=0, weaponUpgradeLevel=0, weaponsWeight=0.18999999761581 }
#3: OnClientPrimaryAttackStart [C]:-1
#4: UpdateAttackEffects lua/Weapons/ClientWeaponEffectsMixin.lua:110
self = Rifle-1055 {ammo=157, animationBlend=0, animationGraphIndex=0, animationGraphNode=-1, animationSequence2=-1, animationSequence=-1, animationSpeed2=0, animationSpeed=1, animationStart2=0, animationStart=0, blockingPrimary=0, blockingSecondary=0, clip=50, collisionRep=0, deployed=1, isHolstered=0, lastTimeSprinted=131.734375, layer1AnimationBlend=0, layer1AnimationGraphNode=-1, layer1AnimationSequence2=0, layer1AnimationSequence=-1, layer1AnimationSpeed2=0, layer1AnimationSpeed=1, layer1AnimationStart2=0, layer1AnimationStart=0, locationEntId=1380, locationId=13, modelIndex=72, physicsGroup=8, physicsGroupFilterMask=0, physicsType=1, primaryAttacking=1, reloading=0, secondaryAttacking=0, sighted=0, soundType=2, teamNumber=1, techId=128, timeAttackStarted=165.73487854004 }
deltaTime = 0.028351387009025
primaryAllowed = 1
secondaryAllowed = 1
primaryAttacking = 1
secondaryAttacking = 0
#5: lua/Weapons/ClientWeaponEffectsMixin.lua:173
deltaTime = 0.028351387009025
(for generator) = function
(for state) = TagEntityList { }
(for control) = 1
_ = 1
weapon = Rifle-1055 {ammo=157, animationBlend=0, animationGraphIndex=0, animationGraphNode=-1, animationSequence2=-1, animationSequence=-1, animationSpeed2=0, animationSpeed=1, animationStart2=0, animationStart=0, blockingPrimary=0, blockingSecondary=0, clip=50, collisionRep=0, deployed=1, isHolstered=0, lastTimeSprinted=131.734375, layer1AnimationBlend=0, layer1AnimationGraphNode=-1, layer1AnimationSequence2=0, layer1AnimationSequence=-1, layer1AnimationSpeed2=0, layer1AnimationSpeed=1, layer1AnimationStart2=0, layer1AnimationStart=0, locationEntId=1380, locationId=13, modelIndex=72, physicsGroup=8, physicsGroupFilterMask=0, physicsType=1, primaryAttacking=1, reloading=0, secondaryAttacking=0, sighted=0, soundType=2, teamNumber=1, techId=128, timeAttackStarted=165.73487854004 }
Server : 165.940628 : Schoenberg (bot) died
[Client] Script Error #2: lua/Weapons/Marine/Rifle.lua:320: Attempt to access an object that no longer exists (was type Cinematic)
Call stack:
#1: [C]:-1
#2: lua/Weapons/Marine/Rifle.lua:320
self = Rifle-1055 {ammo=157, animationBlend=0, animationGraphIndex=0, animationGraphNode=-1, animationSequence2=-1, animationSequence=-1, animationSpeed2=0, animationSpeed=1, animationStart2=0, animationStart=0, blockingPrimary=0, blockingSecondary=0, clip=33, collisionRep=0, deployed=1, isHolstered=0, lastTimeSprinted=131.734375, layer1AnimationBlend=0, layer1AnimationGraphNode=-1, layer1AnimationSequence2=0, layer1AnimationSequence=-1, layer1AnimationSpeed2=0, layer1AnimationSpeed=1, layer1AnimationStart2=0, layer1AnimationStart=0, locationEntId=1380, locationId=13, modelIndex=72, physicsGroup=8, physicsGroupFilterMask=0, physicsType=1, primaryAttacking=0, reloading=0, secondaryAttacking=0, sighted=0, soundType=2, teamNumber=1, techId=128, timeAttackStarted=166.59027099609 }
#3: OnClientPrimaryAttackEnd [C]:-1
#4: UpdateAttackEffects lua/Weapons/ClientWeaponEffectsMixin.lua:112
self = Rifle-1055 {ammo=157, animationBlend=0, animationGraphIndex=0, animationGraphNode=-1, animationSequence2=-1, animationSequence=-1, animationSpeed2=0, animationSpeed=1, animationStart2=0, animationStart=0, blockingPrimary=0, blockingSecondary=0, clip=33, collisionRep=0, deployed=1, isHolstered=0, lastTimeSprinted=131.734375, layer1AnimationBlend=0, layer1AnimationGraphNode=-1, layer1AnimationSequence2=0, layer1AnimationSequence=-1, layer1AnimationSpeed2=0, layer1AnimationSpeed=1, layer1AnimationStart2=0, layer1AnimationStart=0, locationEntId=1380, locationId=13, modelIndex=72, physicsGroup=8, physicsGroupFilterMask=0, physicsType=1, primaryAttacking=0, reloading=0, secondaryAttacking=0, sighted=0, soundType=2, teamNumber=1, techId=128, timeAttackStarted=166.59027099609 }
deltaTime = 0.030910210683942
primaryAllowed = 1
secondaryAllowed = 1
primaryAttacking = 0
secondaryAttacking = 0
#5: lua/Weapons/ClientWeaponEffectsMixin.lua:173
deltaTime = 0.030910210683942
(for generator) = function
(for state) = TagEntityList { }
(for control) = 1
_ = 1
weapon = Rifle-1055 {ammo=157, animationBlend=0, animationGraphIndex=0, animationGraphNode=-1, animationSequence2=-1, animationSequence=-1, animationSpeed2=0, animationSpeed=1, animationStart2=0, animationStart=0, blockingPrimary=0, blockingSecondary=0, clip=33, collisionRep=0, deployed=1, isHolstered=0, lastTimeSprinted=131.734375, layer1AnimationBlend=0, layer1AnimationGraphNode=-1, layer1AnimationSequence2=0, layer1AnimationSequence=-1, layer1AnimationSpeed2=0, layer1AnimationSpeed=1, layer1AnimationStart2=0, layer1AnimationStart=0, locationEntId=1380, locationId=13, modelIndex=72, physicsGroup=8, physicsGroupFilterMask=0, physicsType=1, primaryAttacking=0, reloading=0, secondaryAttacking=0, sighted=0, soundType=2, teamNumber=1, techId=128, timeAttackStarted=166.59027099609 }
[Client] Script Error #3: lua/Weapons/Marine/Rifle.lua:299: Attempt to access an object that no longer exists (was type Cinematic)
Call stack:
#1: [C]:-1
#2: lua/Weapons/Marine/Rifle.lua:299
self = Rifle-1055 {ammo=140, animationBlend=0, animationGraphIndex=0, animationGraphNode=-1, animationSequence2=-1, animationSequence=-1, animationSpeed2=0, animationSpeed=1, animationStart2=0, animationStart=0, blockingPrimary=0, blockingSecondary=0, clip=50, collisionRep=0, deployed=1, isHolstered=0, lastTimeSprinted=131.734375, layer1AnimationBlend=0, layer1AnimationGraphNode=-1, layer1AnimationSequence2=0, layer1AnimationSequence=-1, layer1AnimationSpeed2=0, layer1AnimationSpeed=1, layer1AnimationStart2=0, layer1AnimationStart=0, locationEntId=1380, locationId=13, modelIndex=72, physicsGroup=8, physicsGroupFilterMask=0, physicsType=1, primaryAttacking=1, reloading=0, secondaryAttacking=0, sighted=0, soundType=2, teamNumber=1, techId=128, timeAttackStarted=270.48870849609 }
player = Marine-822 {activeWeaponId=1055, alive=1, animateAngles=0, animateDistance=0, animatePosition=0, animateYOffset=0, animationBlend=0.19999998807907, animationGraphIndex=30, animationGraphNode=21, animationSequence2=24, animationSequence=23, animationSpeed2=1, animationSpeed=1, animationStart2=265.69921875, animationStart=266.02734375, armor=30, baseYaw=0, bodyYaw=-0.0022778511047363, bodyYawRun=0, cameraDistance=0, catpackboost=0, clientIndex=1, collisionRep=0, communicationStatus=1, countingDown=0, crouching=0, currentBadge=1, currentOrderId=106, darwinMode=0, desiredCameraAngles=Vector {x=0, y=0, z=0 }, desiredCameraDistance=0, desiredCameraPosition=Vector {x=0, y=0, z=0 }, desiredCameraYOffset=0, desiredSprinting=0, flashlightLastFrame=0, flashlightOn=0, flinchIntensity=0, followingTransition=0, fov=90, frozen=0, fullPrecisionOrigin=Vector {x=57.019985198975, y=-1.4886002540588, z=-99.865455627441 }, gameEffectsFlags=0, gameStarted=1, giveDamageTime=0, gravityEnabled=1, health=100, healthIgnored=0, inCombat=0, interruptAim=0, isCorroded=0, isMoveBlocked=0, isUsing=0, jumpHandled=0, jumping=0, lastOrderType=1, lastSpitDirection=Vector {x=0, y=0, z=0 }, lastTakenDamageAmount=0, lastTakenDamageOrigin=Vector {x=0, y=0, z=0 }, lastTakenDamageTime=0, lastTargetId=-1, layer1AnimationBlend=0.10000000149012, layer1AnimationGraphNode=128, layer1AnimationSequence2=-1, layer1AnimationSequence=33, layer1AnimationSpeed2=1, layer1AnimationSpeed=1, layer1AnimationStart2=0, layer1AnimationStart=270.48870849609, locationEntId=1380, locationId=13, maxArmor=30, maxHealth=100, mode=1, modeTime=-1, modelIndex=47, moveTransition=0, nanoShielded=0, onGround=1, onGroundNeedsUpdate=0, onLadder=0, parasited=0, physicsGroup=7, physicsGroupFilterMask=0, physicsType=1, poisoned=0, primaryAttackLastFrame=0, processMove=1, pushImpulse=Vector {x=0, y=0, z=0 }, pushTime=0, recentHealthChanged=0, requireNewSprintPress=0, resources=22.89999961853, runningBodyYaw=2.0158734321594, ruptured=0, secondaryAttackLastFrame=0, sighted=0, slowAmount=0, sprintButtonDownTime=0, sprintButtonUpTime=0, sprintDownLastFrame=0, sprintMode=0, sprintTimeOnChange=12, sprinting=0, sprintingScalar=0, standingBodyYaw=2.0135955810547, startCameraAngles=Vector {x=0, y=0, z=0 }, startCameraDistance=0, startCameraPosition=Vector {x=0, y=0, z=0 }, startCameraYOffset=0, stepAmount=0, stepStartTime=265.8828125, stunTime=0, teamNumber=1, teamResources=26, techId=42, timeLastHealed=0, timeLastMenu=0, timeLastSpitHit=0, timeOfCrouchChange=0, timeOfLastDrop=0, timeOfLastJump=42.6328125, timeOfLastOrderComplete=0, timeOfLastPhase=0, timeOfLastPickUpWeapon=0, timeOfLastUse=203.8359375, timeOfLastWeaponSwitch=261.09375, timeSprintChange=261.09375, transitionDuration=0, transitionStart=0, tweeningFunction=1, unitStatusPercentage=0, upgrade1=1, upgrade2=1, upgrade3=1, upgrade4=1, upgrade5=1, upgrade6=1, velocity=Vector {x=0, y=0, z=0 }, velocityLength=0, velocityPitch=0, velocityYaw=0, viewModelId=39, viewPitch=6.2083067893982, viewRoll=0, viewYaw=2.0158734321594, visibleClient=0, vortexed=0, waitingForAutoTeamBalance=0, weaponUpgradeLevel=0, weaponsWeight=0.18999999761581 }
#3: OnClientPrimaryAttackStart [C]:-1
#4: UpdateAttackEffects lua/Weapons/ClientWeaponEffectsMixin.lua:110
self = Rifle-1055 {ammo=140, animationBlend=0, animationGraphIndex=0, animationGraphNode=-1, animationSequence2=-1, animationSequence=-1, animationSpeed2=0, animationSpeed=1, animationStart2=0, animationStart=0, blockingPrimary=0, blockingSecondary=0, clip=50, collisionRep=0, deployed=1, isHolstered=0, lastTimeSprinted=131.734375, layer1AnimationBlend=0, layer1AnimationGraphNode=-1, layer1AnimationSequence2=0, layer1AnimationSequence=-1, layer1AnimationSpeed2=0, layer1AnimationSpeed=1, layer1AnimationStart2=0, layer1AnimationStart=0, locationEntId=1380, locationId=13, modelIndex=72, physicsGroup=8, physicsGroupFilterMask=0, physicsType=1, primaryAttacking=1, reloading=0, secondaryAttacking=0, sighted=0, soundType=2, teamNumber=1, techId=128, timeAttackStarted=270.48870849609 }
deltaTime = 0.027070950716734
primaryAllowed = 1
secondaryAllowed = 1
primaryAttacking = 1
secondaryAttacking = 0
#5: lua/Weapons/ClientWeaponEffectsMixin.lua:173
deltaTime = 0.027070950716734
(for generator) = function
(for state) = TagEntityList { }
(for control) = 1
_ = 1
weapon = Rifle-1055 {ammo=140, animationBlend=0, animationGraphIndex=0, animationGraphNode=-1, animationSequence2=-1, animationSequence=-1, animationSpeed2=0, animationSpeed=1, animationStart2=0, animationStart=0, blockingPrimary=0, blockingSecondary=0, clip=50, collisionRep=0, deployed=1, isHolstered=0, lastTimeSprinted=131.734375, layer1AnimationBlend=0, layer1AnimationGraphNode=-1, layer1AnimationSequence2=0, layer1AnimationSequence=-1, layer1AnimationSpeed2=0, layer1AnimationSpeed=1, layer1AnimationStart2=0, layer1AnimationStart=0, locationEntId=1380, locationId=13, modelIndex=72, physicsGroup=8, physicsGroupFilterMask=0, physicsType=1, primaryAttacking=1, reloading=0, secondaryAttacking=0, sighted=0, soundType=2, teamNumber=1, techId=128, timeAttackStarted=270.48870849609 }
Server : 270.828796 : Baptist (bot) died
[Client] Script Error #4: lua/Weapons/Marine/Rifle.lua:320: Attempt to access an object that no longer exists (was type Cinematic)
Call stack:
#1: [C]:-1
#2: lua/Weapons/Marine/Rifle.lua:320
self = Rifle-1055 {ammo=140, animationBlend=0, animationGraphIndex=0, animationGraphNode=-1, animationSequence2=-1, animationSequence=-1, animationSpeed2=0, animationSpeed=1, animationStart2=0, animationStart=0, blockingPrimary=0, blockingSecondary=0, clip=34, collisionRep=0, deployed=1, isHolstered=0, lastTimeSprinted=131.734375, layer1AnimationBlend=0, layer1AnimationGraphNode=-1, layer1AnimationSequence2=0, layer1AnimationSequence=-1, layer1AnimationSpeed2=0, layer1AnimationSpeed=1, layer1AnimationStart2=0, layer1AnimationStart=0, locationEntId=1380, locationId=13, modelIndex=72, physicsGroup=8, physicsGroupFilterMask=0, physicsType=1, primaryAttacking=0, reloading=0, secondaryAttacking=0, sighted=0, soundType=2, teamNumber=1, techId=128, timeAttackStarted=271.28765869141 }
#3: OnClientPrimaryAttackEnd [C]:-1
#4: UpdateAttackEffects lua/Weapons/ClientWeaponEffectsMixin.lua:112
self = Rifle-1055 {ammo=140, animationBlend=0, animationGraphIndex=0, animationGraphNode=-1, animationSequence2=-1, animationSequence=-1, animationSpeed2=0, animationSpeed=1, animationStart2=0, animationStart=0, blockingPrimary=0, blockingSecondary=0, clip=34, collisionRep=0, deployed=1, isHolstered=0, lastTimeSprinted=131.734375, layer1AnimationBlend=0, layer1AnimationGraphNode=-1, layer1AnimationSequence2=0, layer1AnimationSequence=-1, layer1AnimationSpeed2=0, layer1AnimationSpeed=1, layer1AnimationStart2=0, layer1AnimationStart=0, locationEntId=1380, locationId=13, modelIndex=72, physicsGroup=8, physicsGroupFilterMask=0, physicsType=1, primaryAttacking=0, reloading=0, secondaryAttacking=0, sighted=0, soundType=2, teamNumber=1, techId=128, timeAttackStarted=271.28765869141 }
deltaTime = 0.026174606755376
primaryAllowed = 1
secondaryAllowed = 1
primaryAttacking = 0
secondaryAttacking = 0
#5: lua/Weapons/ClientWeaponEffectsMixin.lua:173
deltaTime = 0.026174606755376
(for generator) = function
(for state) = TagEntityList { }
(for control) = 1
_ = 1
weapon = Rifle-1055 {ammo=140, animationBlend=0, animationGraphIndex=0, animationGraphNode=-1, animationSequence2=-1, animationSequence=-1, animationSpeed2=0, animationSpeed=1, animationStart2=0, animationStart=0, blockingPrimary=0, blockingSecondary=0, clip=34, collisionRep=0, deployed=1, isHolstered=0, lastTimeSprinted=131.734375, layer1AnimationBlend=0, layer1AnimationGraphNode=-1, layer1AnimationSequence2=0, layer1AnimationSequence=-1, layer1AnimationSpeed2=0, layer1AnimationSpeed=1, layer1AnimationStart2=0, layer1AnimationStart=0, locationEntId=1380, locationId=13, modelIndex=72, physicsGroup=8, physicsGroupFilterMask=0, physicsType=1, primaryAttacking=0, reloading=0, secondaryAttacking=0, sighted=0, soundType=2, teamNumber=1, techId=128, timeAttackStarted=271.28765869141 }
Server : 443.176880 : Harvill (bot) died
[Client] Script Error #5: lua/Weapons/Marine/Rifle.lua:299: Attempt to access an object that no longer exists (was type Cinematic)
Call stack:
#1: [C]:-1
#2: lua/Weapons/Marine/Rifle.lua:299
self = Rifle-1055 {ammo=124, animationBlend=0, animationGraphIndex=0, animationGraphNode=-1, animationSequence2=-1, animationSequence=-1, animationSpeed2=0, animationSpeed=1, animationStart2=0, animationStart=0, blockingPrimary=0, blockingSecondary=0, clip=50, collisionRep=0, deployed=1, isHolstered=0, lastTimeSprinted=465.9921875, layer1AnimationBlend=0, layer1AnimationGraphNode=-1, layer1AnimationSequence2=0, layer1AnimationSequence=-1, layer1AnimationSpeed2=0, layer1AnimationSpeed=1, layer1AnimationStart2=0, layer1AnimationStart=0, locationEntId=1380, locationId=13, modelIndex=72, physicsGroup=8, physicsGroupFilterMask=0, physicsType=1, primaryAttacking=1, reloading=0, secondaryAttacking=0, sighted=0, soundType=2, teamNumber=1, techId=128, timeAttackStarted=467.27941894531 }
player = Marine-2017 {activeWeaponId=1055, alive=1, animateAngles=0, animateDistance=0, animatePosition=0, animateYOffset=0, animationBlend=0.19999998807907, animationGraphIndex=30, animationGraphNode=15, animationSequence2=28, animationSequence=24, animationSpeed2=1, animationSpeed=1, animationStart2=460.734375, animationStart=466.04296875, armor=30, baseYaw=0, bodyYaw=0, bodyYawRun=0, cameraDistance=0, catpackboost=0, clientIndex=1, collisionRep=0, communicationStatus=1, countingDown=0, crouching=0, currentBadge=1, currentOrderId=-1, darwinMode=0, desiredCameraAngles=Vector {x=0, y=0, z=0 }, desiredCameraDistance=0, desiredCameraPosition=Vector {x=0, y=0, z=0 }, desiredCameraYOffset=0, desiredSprinting=0, flashlightLastFrame=0, flashlightOn=0, flinchIntensity=0, followingTransition=0, fov=90, frozen=0, fullPrecisionOrigin=Vector {x=38.61060333252, y=-2.3013484477997, z=-130.13581848145 }, gameEffectsFlags=0, gameStarted=1, giveDamageTime=0, gravityEnabled=1, health=100, healthIgnored=0, inCombat=0, interruptAim=0, isCorroded=0, isMoveBlocked=0, isUsing=0, jumpHandled=0, jumping=0, lastOrderType=1, lastSpitDirection=Vector {x=0, y=0, z=0 }, lastTakenDamageAmount=0, lastTakenDamageOrigin=Vector {x=0, y=0, z=0 }, lastTakenDamageTime=0, lastTargetId=-1, layer1AnimationBlend=0.10000000149012, layer1AnimationGraphNode=128, layer1AnimationSequence2=-1, layer1AnimationSequence=33, layer1AnimationSpeed2=1, layer1AnimationSpeed=1, layer1AnimationStart2=0, layer1AnimationStart=467.27941894531, locationEntId=1322, locationId=9, maxArmor=30, maxHealth=100, mode=1, modeTime=-1, modelIndex=47, moveTransition=0, nanoShielded=0, onGround=1, onGroundNeedsUpdate=0, onLadder=0, parasited=0, physicsGroup=7, physicsGroupFilterMask=0, physicsType=1, poisoned=0, primaryAttackLastFrame=0, processMove=1, pushImpulse=Vector {x=0, y=0, z=0 }, pushTime=0, recentHealthChanged=0, requireNewSprintPress=0, resources=24.300001144409, runningBodyYaw=3.2080821990967, ruptured=0, secondaryAttackLastFrame=0, sighted=0, slowAmount=0, sprintButtonDownTime=459.28125, sprintButtonUpTime=466.04296875, sprintDownLastFrame=0, sprintMode=0, sprintTimeOnChange=5.4000000953674, sprinting=0, sprintingScalar=0, standingBodyYaw=3.2080821990967, startCameraAngles=Vector {x=0, y=0, z=0 }, startCameraDistance=0, startCameraPosition=Vector {x=0, y=0, z=0 }, startCameraYOffset=0, stepAmount=-0.00022559142962564, stepStartTime=467.22747802734, stunTime=0, teamNumber=1, teamResources=13, techId=42, timeLastHealed=0, timeLastMenu=0, timeLastSpitHit=0, timeOfCrouchChange=0, timeOfLastDrop=0, timeOfLastJump=460.171875, timeOfLastOrderComplete=0, timeOfLastPhase=0, timeOfLastPickUpWeapon=0, timeOfLastUse=367.03515625, timeOfLastWeaponSwitch=457.515625, timeSprintChange=466.04296875, transitionDuration=0, transitionStart=0, tweeningFunction=1, unitStatusPercentage=0, upgrade1=1, upgrade2=1, upgrade3=1, upgrade4=1, upgrade5=1, upgrade6=1, velocity=Vector {x=-3.7913029193878, y=0, z=-3.3545331954956 }, velocityLength=5.0623173713684, velocityPitch=0, velocityYaw=-2.4190049171448, viewModelId=1910, viewPitch=0.059538539499044, viewRoll=0, viewYaw=3.2119171619415, visibleClient=0, vortexed=0, waitingForAutoTeamBalance=0, weaponUpgradeLevel=0, weaponsWeight=0.18999999761581 }
#3: OnClientPrimaryAttackStart [C]:-1
#4: UpdateAttackEffects lua/Weapons/ClientWeaponEffectsMixin.lua:110
self = Rifle-1055 {ammo=124, animationBlend=0, animationGraphIndex=0, animationGraphNode=-1, animationSequence2=-1, animationSequence=-1, animationSpeed2=0, animationSpeed=1, animationStart2=0, animationStart=0, blockingPrimary=0, blockingSecondary=0, clip=50, collisionRep=0, deployed=1, isHolstered=0, lastTimeSprinted=465.9921875, layer1AnimationBlend=0, layer1AnimationGraphNode=-1, layer1AnimationSequence2=0, layer1AnimationSequence=-1, layer1AnimationSpeed2=0, layer1AnimationSpeed=1, layer1AnimationStart2=0, layer1AnimationStart=0, locationEntId=1380, locationId=13, modelIndex=72, physicsGroup=8, physicsGroupFilterMask=0, physicsType=1, primaryAttacking=1, reloading=0, secondaryAttacking=0, sighted=0, soundType=2, teamNumber=1, techId=128, timeAttackStarted=467.27941894531 }
deltaTime = 0.024221809580922
primaryAllowed = 1
secondaryAllowed = 1
primaryAttacking = 1
secondaryAttacking = 0
#5: lua/Weapons/ClientWeaponEffectsMixin.lua:173
deltaTime = 0.024221809580922
(for generator) = function
(for state) = TagEntityList { }
(for control) = 1
_ = 1
weapon = Rifle-1055 {ammo=124, animationBlend=0, animationGraphIndex=0, animationGraphNode=-1, animationSequence2=-1, animationSequence=-1, animationSpeed2=0, animationSpeed=1, animationStart2=0, animationStart=0, blockingPrimary=0, blockingSecondary=0, clip=50, collisionRep=0, deployed=1, isHolstered=0, lastTimeSprinted=465.9921875, layer1AnimationBlend=0, layer1AnimationGraphNode=-1, layer1AnimationSequence2=0, layer1AnimationSequence=-1, layer1AnimationSpeed2=0, layer1AnimationSpeed=1, layer1AnimationStart2=0, layer1AnimationStart=0, locationEntId=1380, locationId=13, modelIndex=72, physicsGroup=8, physicsGroupFilterMask=0, physicsType=1, primaryAttacking=1, reloading=0, secondaryAttacking=0, sighted=0, soundType=2, teamNumber=1, techId=128, timeAttackStarted=467.27941894531 }
Server : 468.019745 : Heroux (bot) died
[Client] Script Error #6: lua/Weapons/Marine/Rifle.lua:320: Attempt to access an object that no longer exists (was type Cinematic)
Call stack:
#1: [C]:-1
#2: lua/Weapons/Marine/Rifle.lua:320
self = Rifle-1055 {ammo=124, animationBlend=0, animationGraphIndex=0, animationGraphNode=-1, animationSequence2=-1, animationSequence=-1, animationSpeed2=0, animationSpeed=1, animationStart2=0, animationStart=0, blockingPrimary=0, blockingSecondary=0, clip=26, collisionRep=0, deployed=1, isHolstered=0, lastTimeSprinted=465.9921875, layer1AnimationBlend=0, layer1AnimationGraphNode=-1, layer1AnimationSequence2=0, layer1AnimationSequence=-1, layer1AnimationSpeed2=0, layer1AnimationSpeed=1, layer1AnimationStart2=0, layer1AnimationStart=0, locationEntId=1380, locationId=13, modelIndex=72, physicsGroup=8, physicsGroupFilterMask=0, physicsType=1, primaryAttacking=0, reloading=0, secondaryAttacking=0, sighted=0, soundType=2, teamNumber=1, techId=128, timeAttackStarted=468.55731201172 }
#3: OnClientPrimaryAttackEnd [C]:-1
#4: UpdateAttackEffects lua/Weapons/ClientWeaponEffectsMixin.lua:112
self = Rifle-1055 {ammo=124, animationBlend=0, animationGraphIndex=0, animationGraphNode=-1, animationSequence2=-1, animationSequence=-1, animationSpeed2=0, animationSpeed=1, animationStart2=0, animationStart=0, blockingPrimary=0, blockingSecondary=0, clip=26, collisionRep=0, deployed=1, isHolstered=0, lastTimeSprinted=465.9921875, layer1AnimationBlend=0, layer1AnimationGraphNode=-1, layer1AnimationSequence2=0, layer1AnimationSequence=-1, layer1AnimationSpeed2=0, layer1AnimationSpeed=1, layer1AnimationStart2=0, layer1AnimationStart=0, locationEntId=1380, locationId=13, modelIndex=72, physicsGroup=8, physicsGroupFilterMask=0, physicsType=1, primaryAttacking=0, reloading=0, secondaryAttacking=0, sighted=0, soundType=2, teamNumber=1, techId=128, timeAttackStarted=468.55731201172 }
deltaTime = 0.026806021109223
primaryAllowed = 1
secondaryAllowed = 1
primaryAttacking = 0
secondaryAttacking = 0
#5: lua/Weapons/ClientWeaponEffectsMixin.lua:173
deltaTime = 0.026806021109223
(for generator) = function
(for state) = TagEntityList { }
(for control) = 1
_ = 1
weapon = Rifle-1055 {ammo=124, animationBlend=0, animationGraphIndex=0, animationGraphNode=-1, animationSequence2=-1, animationSequence=-1, animationSpeed2=0, animationSpeed=1, animationStart2=0, animationStart=0, blockingPrimary=0, blockingSecondary=0, clip=26, collisionRep=0, deployed=1, isHolstered=0, lastTimeSprinted=465.9921875, layer1AnimationBlend=0, layer1AnimationGraphNode=-1, layer1AnimationSequence2=0, layer1AnimationSequence=-1, layer1AnimationSpeed2=0, layer1AnimationSpeed=1, layer1AnimationStart2=0, layer1AnimationStart=0, locationEntId=1380, locationId=13, modelIndex=72, physicsGroup=8, physicsGroupFilterMask=0, physicsType=1, primaryAttacking=0, reloading=0, secondaryAttacking=0, sighted=0, soundType=2, teamNumber=1, techId=128, timeAttackStarted=468.55731201172 }
Client Authed. Steam ID: 0
Server : 154.022858 : Warning: A MedPack went out of bounds, destroying...
[Server] Script Error #1: lua/Bot_Jeffco.lua:63: None of the overloads for Vector.sub match the supplied arguments:
Vector.sub(Vector, nil)
Overloads:
Vector.sub(Vector v, Vector w)
Call stack:
#1: [C]:-1
#2: FindPickupable lua/Bot_Jeffco.lua:63
self = BotJeffco { }
className = "MedPack"
player = Marine-339 {activeWeaponId=1453, alive=1, animateAngles=0, animateDistance=0, animatePosition=0, animateYOffset=0, animationBlend=0.20000000298023, animationGraphIndex=30, animationGraphNode=21, animationSequence2=24, animationSequence=23, animationSpeed2=1, animationSpeed=1, animationStart2=148.48901367188, animationStart=148.82186889648, armor=0, baseYaw=0, bodyYaw=-1.4835298061371, bodyYawRun=0, cameraDistance=0, catpackboost=0, clientIndex=9, collisionRep=0, communicationStatus=1, countingDown=0, crouching=0, currentBadge=1, currentOrderId=-1, darwinMode=0, desiredCameraAngles=Vector {x=0, y=0, z=0 }, desiredCameraDistance=0, desiredCameraPosition=Vector {x=0, y=0, z=0 }, desiredCameraYOffset=0, desiredSprinting=0, flashlightLastFrame=0, flashlightOn=0, flinchIntensity=0, followingTransition=0, fov=90, frozen=0, fullPrecisionOrigin=Vector {x=62.881992340088, y=-0.61141383647919, z=-94.372138977051 }, gameEffectsFlags=0, gameStarted=1, giveDamageTime=0, gravityEnabled=1, health=60, healthIgnored=0, inCombat=0, interruptAim=0, isCorroded=0, isMoveBlocked=0, isUsing=0, jumpHandled=0, jumping=0, lastOrderType=9, lastSpitDirection=Vector {x=0, y=0, z=0 }, lastTakenDamageAmount=25, lastTakenDamageOrigin=Vector {x=67.302223205566, y=-1.1985913515091, z=-103.18325805664 }, lastTakenDamageTime=103.3727645874, lastTargetId=-1, layer1AnimationBlend=0, layer1AnimationGraphNode=166, layer1AnimationSequence2=95, layer1AnimationSequence=-1, layer1AnimationSpeed2=3, layer1AnimationSpeed=1, layer1AnimationStart2=137.0545501709, layer1AnimationStart=138.19999694824, locationEntId=1380, locationId=13, maxArmor=30, maxHealth=100, mode=1, modeTime=-1, modelIndex=46, moveTransition=0, nanoShielded=0, onGround=1, onGroundNeedsUpdate=0, onLadder=0, parasited=0, physicsGroup=7, physicsGroupFilterMask=0, physicsType=1, poisoned=0, primaryAttackLastFrame=0, processMove=1, pushImpulse=Vector {x=0, y=0, z=0 }, pushTime=0, recentHealthChanged=0, requireNewSprintPress=0, resources=1.875, runningBodyYaw=0.27573725581169, ruptured=0, secondaryAttackLastFrame=0, sighted=0, slowAmount=0, sprintButtonDownTime=0, sprintButtonUpTime=0, sprintDownLastFrame=0, sprintMode=0, sprintTimeOnChange=12, sprinting=0, sprintingScalar=0, standingBodyYaw=5.0753927230835, startCameraAngles=Vector {x=0, y=0, z=0 }, startCameraDistance=0, startCameraPosition=Vector {x=0, y=0, z=0 }, startCameraYOffset=0, stepAmount=-0.10789271444082, stepStartTime=148.7419128418, stunTime=0, teamNumber=1, teamResources=20, techId=42, timeLastHealed=0, timeLastMenu=0, timeLastSpitHit=0, timeOfCrouchChange=0, timeOfLastDrop=0, timeOfLastJump=148.21897888184, timeOfLastOrderComplete=149.12031555176, timeOfLastPhase=0, timeOfLastPickUpWeapon=0, timeOfLastUse=138.76956176758, timeOfLastWeaponSwitch=138.76956176758, timeSprintChange=64.121131896973, transitionDuration=0, transitionStart=0, tweeningFunction=1, unitStatusPercentage=0, upgrade1=1, upgrade2=1, upgrade3=1, upgrade4=1, upgrade5=1, upgrade6=1, velocity=Vector {x=0, y=0, z=0 }, velocityLength=0, velocityPitch=0, velocityYaw=0, viewModelId=332, viewPitch=1.4427310228348, viewRoll=0, viewYaw=0.27573725581169, visibleClient=0, vortexed=0, waitingForAutoTeamBalance=0, weaponUpgradeLevel=0, weaponsWeight=0.19300000369549 }
nearbyItems = {1=MedPack-395 {animationBlend=0, animationGraphIndex=0, animationGraphNode=-1, animationSequence2=-1, animationSequence=-1, animationSpeed2=0, animationSpeed=1, animationStart2=0, animationStart=0, collisionRep=0, layer1AnimationBlend=0, layer1AnimationGraphNode=-1, layer1AnimationSequence2=0, layer1AnimationSequence=-1, layer1AnimationSpeed2=0, layer1AnimationSpeed=1, layer1AnimationStart2=0, layer1AnimationStart=0, locationEntId=1380, locationId=13, modelIndex=26, physicsGroup=9, physicsGroupFilterMask=0, physicsType=3, sighted=0, teamNumber=1, techId=85 } }
closestPickup = nil
closestDistance = 1.#INF
(for generator) = function
(for state) = {1=MedPack-395 {animationBlend=0, animationGraphIndex=0, animationGraphNode=-1, animationSequence2=-1, animationSequence=-1, animationSpeed2=0, animationSpeed=1, animationStart2=0, animationStart=0, collisionRep=0, layer1AnimationBlend=0, layer1AnimationGraphNode=-1, layer1AnimationSequence2=0, layer1AnimationSequence=-1, layer1AnimationSpeed2=0, layer1AnimationSpeed=1, layer1AnimationStart2=0, layer1AnimationStart=0, locationEntId=1380, locationId=13, modelIndex=26, physicsGroup=9, physicsGroupFilterMask=0, physicsType=3, sighted=0, teamNumber=1, techId=85 } }
(for control) = 1
i = 1
nearby = MedPack-395 {animationBlend=0, animationGraphIndex=0, animationGraphNode=-1, animationSequence2=-1, animationSequence=-1, animationSpeed2=0, animationSpeed=1, animationStart2=0, animationStart=0, collisionRep=0, layer1AnimationBlend=0, layer1AnimationGraphNode=-1, layer1AnimationSequence2=0, layer1AnimationSequence=-1, layer1AnimationSpeed2=0, layer1AnimationSpeed=1, layer1AnimationStart2=0, layer1AnimationStart=0, locationEntId=1380, locationId=13, modelIndex=26, physicsGroup=9, physicsGroupFilterMask=0, physicsType=3, sighted=0, teamNumber=1, techId=85 }
#3: TriggerAlerts lua/Bot_Jeffco.lua:358
self = BotJeffco { }
player = Marine-339 {activeWeaponId=1453, alive=1, animateAngles=0, animateDistance=0, animatePosition=0, animateYOffset=0, animationBlend=0.20000000298023, animationGraphIndex=30, animationGraphNode=21, animationSequence2=24, animationSequence=23, animationSpeed2=1, animationSpeed=1, animationStart2=148.48901367188, animationStart=148.82186889648, armor=0, baseYaw=0, bodyYaw=-1.4835298061371, bodyYawRun=0, cameraDistance=0, catpackboost=0, clientIndex=9, collisionRep=0, communicationStatus=1, countingDown=0, crouching=0, currentBadge=1, currentOrderId=-1, darwinMode=0, desiredCameraAngles=Vector {x=0, y=0, z=0 }, desiredCameraDistance=0, desiredCameraPosition=Vector {x=0, y=0, z=0 }, desiredCameraYOffset=0, desiredSprinting=0, flashlightLastFrame=0, flashlightOn=0, flinchIntensity=0, followingTransition=0, fov=90, frozen=0, fullPrecisionOrigin=Vector {x=62.881992340088, y=-0.61141383647919, z=-94.372138977051 }, gameEffectsFlags=0, gameStarted=1, giveDamageTime=0, gravityEnabled=1, health=60, healthIgnored=0, inCombat=0, interruptAim=0, isCorroded=0, isMoveBlocked=0, isUsing=0, jumpHandled=0, jumping=0, lastOrderType=9, lastSpitDirection=Vector {x=0, y=0, z=0 }, lastTakenDamageAmount=25, lastTakenDamageOrigin=Vector {x=67.302223205566, y=-1.1985913515091, z=-103.18325805664 }, lastTakenDamageTime=103.3727645874, lastTargetId=-1, layer1AnimationBlend=0, layer1AnimationGraphNode=166, layer1AnimationSequence2=95, layer1AnimationSequence=-1, layer1AnimationSpeed2=3, layer1AnimationSpeed=1, layer1AnimationStart2=137.0545501709, layer1AnimationStart=138.19999694824, locationEntId=1380, locationId=13, maxArmor=30, maxHealth=100, mode=1, modeTime=-1, modelIndex=46, moveTransition=0, nanoShielded=0, onGround=1, onGroundNeedsUpdate=0, onLadder=0, parasited=0, physicsGroup=7, physicsGroupFilterMask=0, physicsType=1, poisoned=0, primaryAttackLastFrame=0, processMove=1, pushImpulse=Vector {x=0, y=0, z=0 }, pushTime=0, recentHealthChanged=0, requireNewSprintPress=0, resources=1.875, runningBodyYaw=0.27573725581169, ruptured=0, secondaryAttackLastFrame=0, sighted=0, slowAmount=0, sprintButtonDownTime=0, sprintButtonUpTime=0, sprintDownLastFrame=0, sprintMode=0, sprintTimeOnChange=12, sprinting=0, sprintingScalar=0, standingBodyYaw=5.0753927230835, startCameraAngles=Vector {x=0, y=0, z=0 }, startCameraDistance=0, startCameraPosition=Vector {x=0, y=0, z=0 }, startCameraYOffset=0, stepAmount=-0.10789271444082, stepStartTime=148.7419128418, stunTime=0, teamNumber=1, teamResources=20, techId=42, timeLastHealed=0, timeLastMenu=0, timeLastSpitHit=0, timeOfCrouchChange=0, timeOfLastDrop=0, timeOfLastJump=148.21897888184, timeOfLastOrderComplete=149.12031555176, timeOfLastPhase=0, timeOfLastPickUpWeapon=0, timeOfLastUse=138.76956176758, timeOfLastWeaponSwitch=138.76956176758, timeSprintChange=64.121131896973, transitionDuration=0, transitionStart=0, tweeningFunction=1, unitStatusPercentage=0, upgrade1=1, upgrade2=1, upgrade3=1, upgrade4=1, upgrade5=1, upgrade6=1, velocity=Vector {x=0, y=0, z=0 }, velocityLength=0, velocityPitch=0, velocityYaw=0, viewModelId=332, viewPitch=1.4427310228348, viewRoll=0, viewYaw=0.27573725581169, visibleClient=0, vortexed=0, waitingForAutoTeamBalance=0, weaponUpgradeLevel=0, weaponsWeight=0.19300000369549 }
#4: lua/Bot_Jeffco.lua:500
self = BotJeffco { }
deltaTime = 0.029207196086645
#5: (tail call):-1
Server : 198.099289 : Schoenberg (bot) died<!--c2--></div><!--ec2-->
The 2nd error seems to be related to the bot picking up a medpack. Bot_Jeffco.lua:63 would be the place to start looking.
Do these bots work well on a particular map, or should they operate equally well on all maps? I gave them a go on Summit, and most of the bots that were added did not seem to map path to anywhere, and tended to just sit there, running into walls. I do recall mention of a bug where bots may try and attack entities out of view - would what I'm seeing be this bug in action?
Anyway, cheers again :) I look forward to future development of this mod!
- fixed the BotJeffco:FindPickupable error
- improved path finding to actually get to the target and not stop too far away from it, should fix bots not being able to build/use etc
<b>Edit</b>
Ok don't update, bots now totally fail to reach anything, looking into it :)
I just noticed, that you pushed another update to the Branch and will test it out.