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Cheeseh
post Nov 14 2012, 04:40 PM
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hey guys , just to let u know, I'm still working on RCBot2 , especially for TF2, here are some things that have been updated on the SNV and will be still working on for a DLL soon

CODE

0.65
added: waypoint commands rcbot_wpt_autoradius / rcbot_wptplace_width
added: spy cloak and hwguy minigun changes
fix: attacking capture point fix (bots run away from point before)
fix: medics don't uber flag carriers
update: waypoints for some event maps and others (thanks community)
change: all round medic improvements
added: bots fight halloween bosses (added cvar rcbot_bossattackfactor)
added: bots shout 'activate uber' when being healed and can be ubered if they want to be ubered
change: spies choose disguise classes based on experience
change: engineers place dispensers more reliably
change: general optimizations
change: rewritten getprop code
change: spies cloaking/decloaking better when they see an enemy
change: spies change disguise when detected
change: a nested move+look priority system
change: bots push on overtime and when nearby players say 'go go go' or 'move up'
fix: bots aim jitter in tf2
fix: engineer on blue team (attack map) bug fixed when wanting to place teleports
fix: bots no longer pick up health if they are being healed
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Fillmore
post Nov 14 2012, 05:23 PM
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QUOTE(Cheeseh @ Nov 14 2012, 04:40 PM) *

hey guys , just to let u know, I'm still working on RCBot2 , especially for TF2, here are some things that have been updated on the SNV and will be still working on for a DLL soon

CODE

0.65
added: waypoint commands rcbot_wpt_autoradius / rcbot_wptplace_width
added: spy cloak and hwguy minigun changes
fix: attacking capture point fix (bots run away from point before)
fix: medics don't uber flag carriers
update: waypoints for some event maps and others (thanks community)
change: all round medic improvements
added: bots fight halloween bosses (added cvar rcbot_bossattackfactor)
added: bots shout 'activate uber' when being healed and can be ubered if they want to be ubered
change: spies choose disguise classes based on experience
change: engineers place dispensers more reliably
change: general optimizations
change: rewritten getprop code
change: spies cloaking/decloaking better when they see an enemy
change: spies change disguise when detected
change: a nested move+look priority system
change: bots push on overtime and when nearby players say 'go go go' or 'move up'
fix: bots aim jitter in tf2
fix: engineer on blue team (attack map) bug fixed when wanting to place teleports
fix: bots no longer pick up health if they are being healed


what kind of changes did the heavybot's minigun use receive?
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genmac
post Nov 16 2012, 06:49 AM
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Nice to know you're still working on the bot but seems for tf2 improvements only.
For some reasons I really don't like tf2, it looks so cartoonish and feels like bugs bunny would soon popped out
on the screen LoL! Well I'm an old gamer so probably that's it. Anyway keep up the good work on your bot Cheezeh and
hope you do some improvement on rcbot2 hl2dm support like make them sprint and climb ladders better.
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Fillmore
post Nov 16 2012, 01:11 PM
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QUOTE(genmac @ Nov 16 2012, 06:49 AM) *

Nice to know you're still working on the bot but seems for tf2 improvements only.
For some reasons I really don't like tf2, it looks so cartoonish and feels like bugs bunny would soon popped out
on the screen LoL! Well I'm an old gamer so probably that's it. Anyway keep up the good work on your bot Cheezeh and
hope you do some improvement on rcbot2 hl2dm support like make them sprint and climb ladders better.

Looks can be deceiving. If you haven't tried it, I suggest you do. Now that it's gone F2P, you won't lose a dime cool.gif
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Cheeseh
post Nov 16 2012, 01:31 PM
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QUOTE(Fillmore @ Nov 16 2012, 02:11 PM) *

Looks can be deceiving. If you haven't tried it, I suggest you do. Now that it's gone F2P, you won't lose a dime cool.gif


I'm working on the base stuff as well as the tf2 stuff so it will make it easier for me to add hl2dm changes in the future, but at the moment I'd like to get the tf2 bots up to par.

The hwguys just change the time when they rev their minigun

Extra things being added: Engineers move objects and waypoint changes

added:

CODE

"rcbot_wpt_autotype"       "If 1, types will be automatically added to waypoints when they are added (only for resupply/health/capture/flag etc) If 2: types will automatically be added even if the waypoint is cut/paste"

"rcbot_move_sentry_time" "seconds for bots to start thinking about moving sentries"

"rcbot_move_sentry_kpm" "kpm = kills per minute, if less than this, bots will think about moving the sentry");

"rcbot_move_disp_time"     "seconds for bots to start thinking about moving dispensers"

"rcbot_move_disp_healamount"       "if dispenser heals less than this per minute, bot will move the disp"

"rcbot_move_tele_time"        "seconds for bots to start thinking about moving teleporters"

"rcbot_move_tele_tpm"      "if no of players teleported per minute is less than this, bot will move the teleport"

"rcbot_move_dist"      "minimum distance to move objects to"

"rcbot_move_obj"         "if 1 rcbot engineers will move objects around"
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genmac
post Nov 17 2012, 03:49 AM
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QUOTE(Fillmore @ Nov 16 2012, 01:11 PM) *

Looks can be deceiving. If you haven't tried it, I suggest you do. Now that it's gone F2P, you won't lose a dime cool.gif

yeah, but the weapons looks way too horrible for me, unless there's an iron sight plugin for those I might finally
try it.

seems I'm playing to much COD games lately I can't seem to enjoy any other games if the guns hasn't have iron sights.
Glad CS1.6 has iron sights plugin now...CSS would even be better to have that as well since smod does gives you a taste of iron sighted source weapon models.

Ok sorry for going OT.

QUOTE(Cheeseh @ Nov 16 2012, 01:31 PM) *

I'm working on the base stuff as well as the tf2 stuff so it will make it easier for me to add hl2dm changes in the future, but at the moment I'd like to get the tf2 bots up to par.

Nice :-)
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Cheeseh
post Nov 17 2012, 07:00 AM
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QUOTE(genmac @ Nov 17 2012, 04:49 AM) *

Nice :-)


Just to let you know the changes will let me be able to add features in hl2dm such as weapon switching, sprinting , climbing etc better
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Fillmore
post Nov 17 2012, 10:35 AM
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QUOTE(genmac @ Nov 17 2012, 03:49 AM) *

yeah, but the weapons looks way too horrible for me, unless there's an iron sight plugin for those I might finally
try it.

seems I'm playing to much COD games lately I can't seem to enjoy any other games if the guns hasn't have iron sights.
Glad CS1.6 has iron sights plugin now...CSS would even be better to have that as well since smod does gives you a taste of iron sighted source weapon models.

Ok sorry for going OT.


Your post just made me think about ironsighting with the Minigun or Rocket Launchers ohmy.gif

Also, apparently the game doesn't crash when you have the bot plugin running on MvM. Maybe it means that regular maps are also playable with TFbots without crashing, or it's just MvM.
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Cheeseh
post Nov 19 2012, 02:05 PM
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QUOTE(Fillmore @ Nov 17 2012, 11:35 AM) *

Your post just made me think about ironsighting with the Minigun or Rocket Launchers ohmy.gif

Also, apparently the game doesn't crash when you have the bot plugin running on MvM. Maybe it means that regular maps are also playable with TFbots without crashing, or it's just MvM.


i haven't tried tfbots on mvm, I tried rcbot on mvm to see if it worked, and the rcbots will wlk around aimlessly given waypoints and shoot the robots, ...need to add the mvm rules
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Fillmore
post Nov 19 2012, 05:16 PM
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QUOTE(Cheeseh @ Nov 19 2012, 02:05 PM) *

i haven't tried tfbots on mvm, I tried rcbot on mvm to see if it worked, and the rcbots will wlk around aimlessly given waypoints and shoot the robots, ...need to add the mvm rules

TFbots work too, since they use the same AI as the robots do.

It's a fine way to add 12 engiebots on your team and make a horrible stack of sentries cool.gif

The only issue will be 12 sentry busters
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Cheeseh
post Nov 29 2012, 01:47 PM
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ok well as for hl2dm, I'm working on :

- normal weapon switching (depending on ammo / distance)
- bots picking up objects with grav gun and shooting enemies
- ladder climbing
- sprinting
- bots jumping over obstacles
- bots using chargers for health/armor

the above are done, i made a video but it won't work... dooh
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Cheeseh
post Nov 30 2012, 07:30 AM
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QUOTE(Cheeseh @ Nov 29 2012, 02:47 PM) *

ok well as for hl2dm, I'm working on :

- normal weapon switching (depending on ammo / distance)
- bots picking up objects with grav gun and shooting enemies
- ladder climbing
- sprinting
- bots jumping over obstacles
- bots using chargers for health/armor

the above are done, i made a video but it won't work... dooh

video here

http://www.youtube.com/watch?v=vZAepZrpU-o

shows weapon switching and grav gun use

and another (tf2)

http://www.youtube.com/watch?v=WDdnxV6BpK8
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madmax2
post Dec 4 2012, 04:18 AM
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I checked out you're videos, nice work. The bots are looking good smile.gif (xcept that HL teleporter bug). Makes me want to drag my desktop over to my buddies to install TF2 (I'm dialup sad.gif ). I'll be watching for the next RCbot2 update... smile.gif
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Cheeseh
post Dec 14 2012, 03:31 AM
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well I;m almost done with the changes to hl2dm, just some tf2 tweaks to do. I also thought I'd add some proper DOD:S support for the bots, but DOD:S has gone and mucked up all bot support via VMF plugins as they have their own zombie bots, and they just take over rcbots when they are added, which means they just go crazy....
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genmac
post Dec 17 2012, 08:43 AM
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@cheeseh...nice! tnx for updating rcbot for hl2dm cant wait to test them out soon.

as for dods, if you can fix the bug you mentioned that would be awesome as well having a
better bot for dods coz the one made for it ain't being develop anymore and the waypoiting system is
not so user friendly.
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Cheeseh
post Dec 17 2012, 04:50 PM
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QUOTE(genmac @ Dec 17 2012, 09:43 AM) *

@cheeseh...nice! tnx for updating rcbot for hl2dm cant wait to test them out soon.

as for dods, if you can fix the bug you mentioned that would be awesome as well having a
better bot for dods coz the one made for it ain't being develop anymore and the waypoiting system is
not so user friendly.


I am working on hooking the function so i can override the dod problem .

This will help TF2 gravity bug too, the pyro flamethrower bug, rocket jump/double jump bug

Keep u updated smile.gif

If it proves difficult i might release an hl2dm / tf2 bot update
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genmac
post Dec 18 2012, 06:50 AM
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QUOTE(Cheeseh @ Dec 17 2012, 04:50 PM) *

I am working on hooking the function so i can override the dod problem .

This will help TF2 gravity bug too, the pyro flamethrower bug, rocket jump/double jump bug

Keep u updated smile.gif

If it proves difficult i might release an hl2dm / tf2 bot update


cool!
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Fillmore
post Dec 18 2012, 12:36 PM
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QUOTE(Cheeseh @ Dec 17 2012, 04:50 PM) *

I am working on hooking the function so i can override the dod problem .

This will help TF2 gravity bug too, the pyro flamethrower bug, rocket jump/double jump bug

Keep u updated smile.gif

If it proves difficult i might release an hl2dm / tf2 bot update

Would this thing also fix the slow Heavies bug?
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Cheeseh
post Dec 19 2012, 01:35 AM
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QUOTE(Fillmore @ Dec 18 2012, 01:36 PM) *

Would this thing also fix the slow Heavies bug?


yep the heavies will move normally now
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hangphyr
post Dec 20 2012, 05:13 PM
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Nice work with the updates, impressive that they can do some things that Valve couldn't/didn't bother to add for the official bots.
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