Timer Delay for Action Nodes

Jeffrey Harpen
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Re: Timer Delay for Action Nodes

Post#21 » 02 Oct 2017, 20:14

I think timer would not be very useful, at least not as much as the filters we already have. Actually it may be a step back. I can imagine situations when bots die because of sudden fire from i.e. many assaults when they miss the moment they should run away.

And dancing enemies is not a problem today. I've made a video showing a simple solution (of course not the only one neither the best one): https://youtu.be/xRHJsPwxw0E Enjoy! :)

Melkor
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Re: Timer Delay for Action Nodes

Post#22 » 02 Oct 2017, 20:31

If you want to counter dancing, just have a node that says

Attack enemy(close medium or long range) and (attacked by me)

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Revenge
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Re: Timer Delay for Action Nodes

Post#23 » 02 Oct 2017, 21:01

I'm not asking to implement Timers cause of dancing. I don't care about dancing, nor how relevant it is or will be.

Jeffrey Harpen
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Re: Timer Delay for Action Nodes

Post#24 » 02 Oct 2017, 21:28

OK, but I still see no use of timer that can be better than properly used filters.

And thinking more generally: any new feature we request is a possible cause of new bugs. That's why I am sceptical of new features, but actually it's more GFX's problem than mine. I'm sure he knows what is good for his child called Gladiabots. :)
Last edited by Jeffrey Harpen on 03 Oct 2017, 19:30, edited 1 time in total.

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Revenge
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Re: Timer Delay for Action Nodes

Post#25 » 03 Oct 2017, 00:07

Jeffrey Harpen wrote:OK, but I still see no use of timer that can be better than properly used filters.


Sure! Happy to clarify! :D

~~Uses of Timer Feature~~

Flee for X seconds (if shield <25%)
- Allows Bot to flee for a set amount of time while low.
- Is different from both Shield-Based, and Enemy Based
- Flee would ignore Percentage based Shield(could still be fleeing at 35%)

Idle X seconds(If Medium Range Enemy Exists + conditions)
- Used to delay an attack
- Could bait an enemy
- Avoids forcing an enemy to retreat when not wanting to
- Allows bots to attack in Middle of Zone(Medium)
- New strategies for Engaging (See above reasons)

Attack for X Seconds(Set to length of ammo clip)
- Allows bots to be more precise w/ timing
- Easier programming paths for Sniper/Heavy
- Smoother target switching(no fire interrupt)
- Commands can be executed on firing finish

Tag enemy (+ alternative action with timer)
- Allows enemies to be tagged every X seconds
- Used for avoiding/engaging a specific enemy
- Works with any above methods

~~Alternative Uses of Timer~~

*Hard = committed effort despite shield%

Move towards Enemy for X seconds
- Hard Engage
Move toward ally for X seconds
- Hard support/help
Move towards Enemy/Ally Base X seconds
- Hard Defend

Attack for 2X ammo clip seconds
- Support Fire
Attack for .5X ammo clip seconds
- Half-focused fire(guaranteed shot)

~~Timer Upsides~~
- Consistent damage
- Consistent movements
- Longer fire bursts
- Firing/attack Cycles(full ammo clip)
- New Timer-Based strategies(Flee/Idle/Attack)
- Not 100% Zone reliant
- No interrupts

~~Timer Downsides
- No interupts
- Outplay potential by Standard bots
- Time reliant
- Longer time execution
- Risk/Reward strategy

Edit Note:
Not ALL of these have to be implemented, it's merely a template suggestion for uses of the Timer feature.

Jeffrey Harpen
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Posts: 117

Re: Timer Delay for Action Nodes

Post#26 » 03 Oct 2017, 19:38

Revenge wrote:Tag enemy (+ alternative action with timer)
- Allows enemies to be tagged every X seconds
- Used for avoiding/engaging a specific enemy
- Works with any above methods

You forgot about one thing I'm sure many people would exploit:
- Allows to count the time to the end of the match
:)

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Revenge
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Re: Timer Delay for Action Nodes

Post#27 » 03 Oct 2017, 20:10

Jeffrey Harpen wrote:
Revenge wrote:Tag enemy (+ alternative action with timer)
- Allows enemies to be tagged every X seconds
- Used for avoiding/engaging a specific enemy
- Works with any above methods

You forgot about one thing I'm sure many people would exploit:
- Allows to count the time to the end of the match
:)


Damn, that's really clever. A room timer countdown has been a requested feature for a while now, so it's not a huge deal. But I like your thinking. :)

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Kanishka
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Re: Timer Delay for Action Nodes

Post#28 » 04 Oct 2017, 04:29

I still think this is useless. :/
Fixes break an AI more than bugs do. :ugeek:

Gladiabots Off-Topic Chat


My Stats: Kanishka_RN3;Kanishka_MiPad

ElvenMonk
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Re: Timer Delay for Action Nodes

Post#29 » 08 Aug 2018, 13:39

It is an old topic, but I don't see how I can comment on trello.

I see timer as a separate facility of each bot. Bot can have separate actions to start/pause/reset/stop timer. When started timer will increment its value each tick. And AI can have filter to check current timer value.
This way players will be free to decide, when timer will be enabled and for what it will be used.

If you also add action to specify timer value directly it can also operate as simple memory slot.
You'll have to decide what you want to use your memory slot/timer for, but I believe it will significantly reduce amount of players going for tags to implement this kind of things

Norljus
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Re: Timer Delay for Action Nodes

Post#30 » 08 Aug 2018, 14:31

I would prefer a more generic solution: Timers that you can place on objects like tags. And counters. Timers tick up/down automaticaly each tick. Counters have to be incremented/decremented by an action. They should behave like tags meaning placing and manipulating them should be immediate.

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DjSapsan
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Re: Timer Delay for Action Nodes

Post#31 » 09 Aug 2018, 13:47

еее.jpg
еее.jpg (79.98 KiB) Viewed 193 times

Logic of timers:
1) Timer node contain trigger and timer itself
2) When condition is true then trigger switching and timer start counting (every tick number -1)
3) After start condition will be ignored
4) If timer=0 reset this node and wait condition again
GFX should decide how to work with another nodes. Two ways:
1) Regular executing nodes before timer node. Best way IMHO
2) Execute only timer and add condition to stop it (like if myself lowhp) rest nodes will totally ignored.

masterplayer
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Re: Timer Delay for Action Nodes

Post#32 » 09 Aug 2018, 13:52

DjSapsan wrote:еее.jpg
Logic of timers:
1) Timer node contain trigger and timer itself
2) When condition is true then trigger switching and timer start counting (every tick number -1)
3) After start condition will be ignored
4) If timer=0 reset this node and wait condition again
5) Regular executing nodes before timer node.

+1
:? I apologize for my childish name and my bad English.

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Revenge
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Re: Timer Delay for Action Nodes

Post#33 » 12 Aug 2018, 05:26

DjSapsan wrote:еее.jpg
Logic of timers:
1) Timer node contain trigger and timer itself
2) When condition is true then trigger switching and timer start counting (every tick number -1)
3) After start condition will be ignored
4) If timer=0 reset this node and wait condition again
GFX should decide how to work with another nodes. Two ways:
1) Regular executing nodes before timer node. Best way IMHO
2) Execute only timer and add condition to stop it (like if myself lowhp) rest nodes will totally ignored.

+1

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GFX47
Dev
Posts: 2833

Re: Timer Delay for Action Nodes

Post#34 » 16 Aug 2018, 15:02


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