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> Added Payload and Dedicaded Server Support!, changed 0.43 Version
The_Shadow3
post Jun 27 2009, 05:09 PM
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Hi,

I have added a basic payload support (Blue following the payload bomb)
and this works in pl_goldrush!

Known important bugs:
- Bots stuck at start (mostly engineers and snipers), but most bots running after the setup time

After this, i fixed the "rcbotd addbot" bug. Now its playable in dedicated server.
(Important: Read this thread: Link)


bot.cpp:
Line 1751 and 1755

CODE

        char cmd[64];

        sprintf(cmd,"bot -name \"%s\"\n",szOVName);
        // control next bot that joins server
        m_bControlNext = true;

        if ( CClients::get(0)->getPlayer() && !engine->IsDedicatedServer() )
            engine->ClientCommand(CClients::get(0)->getPlayer(),cmd);
        else
            engine->ServerCommand(cmd); // Might not work

        return true;


@Cheeseh: Please add the payload and dedicated server changes in you version!! smile.gif

-----------------------------------------------------

V2 Released:
  • Code change: add own schedule and Task Classes
  • Spys decloak if pushing the Bomb
  • small other changes
V3 Released!
See this Thread: Link

Download Link (sources included):
Version 1
Version 2
Version 3

Mirror:
Version 2

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Geralt
post Jun 27 2009, 06:45 PM
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Sounds good - I'll give it a go soon.

Could I have your Steam ID? I'll add you and ask you a couple of things, if you don't mind. smile.gif (PM me your Steam ID.)
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Fillmore
post Jun 27 2009, 07:05 PM
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QUOTE(The_Shadow3 @ Jun 27 2009, 05:09 PM) *

Hi,

I have added a basic payload support (Blue following the payload bomb)
and this works in pl_goldrush!

Known important bugs:
- Bots stuck at start (mostly engineers and snipers), but most bots running after the setup time

After this, i fixed the "rcbotd addbot" bug. Now its playable in dedicated server.
(Important: Read this thread: Link)
bot.cpp:
Line 1751 and 1755

CODE

        char cmd[64];

        sprintf(cmd,"bot -name \"%s\"\n",szOVName);
        // control next bot that joins server
        m_bControlNext = true;

        if ( CClients::get(0)->getPlayer() && !engine->IsDedicatedServer() )
            engine->ClientCommand(CClients::get(0)->getPlayer(),cmd);
        else
            engine->ServerCommand(cmd); // Might not work

        return true;


@Cheeseh: Please add the payload and dedicated server changes in you version!! smile.gif

Download Link (sources included):
Click

Edit: Fixed Download link

Edit2:
Waypoints for pl_goldrush found you here: Link


Oh,what joy. Hope this works with my waypoints, or else I'll be gravely disappointed. does this work on plr?
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Geralt
post Jun 27 2009, 07:08 PM
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Only pl at the moment.
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NifesNforks
post Jun 27 2009, 08:10 PM
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This is awesome, tried on goldrush (with my waypoints >:0) and it worked perfectly, havent tested them too much but for now. I APPROVE!
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The_Shadow3
post Jun 27 2009, 08:41 PM
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thx!

I released Version 2.
This have only small gameplay changes, but more in the sourcecode.

Changes:
  • Code change: add own schedule and Task Classes
  • Spys decloak if pushing the Bomb
  • small other changes

Todo:
  • better defence for team red
  • payload race smile.gif
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KeReMiD4O
post Jun 27 2009, 09:31 PM
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When blu moves the cart to the last point on pl_badwater, the game crashes biggrin.gif (the explosion)
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Fillmore
post Jun 27 2009, 10:06 PM
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QUOTE(The_Shadow3 @ Jun 27 2009, 08:41 PM) *

thx!

I released Version 2.
This have only small gameplay changes, but more in the sourcecode.

Changes:
  • Code change: add own schedule and Task Classes
  • Spys decloak if pushing the Bomb
  • small other changes
Todo:
  • better defence for team red
  • payload race smile.gif

Do the spies remove their disguise also?
Heck yeah,payload race!
I agree with the defence thing.

QUOTE(KeReMiD4O @ Jun 27 2009, 09:31 PM) *

When blu moves the cart to the last point on pl_badwater, the game crashes biggrin.gif (the explosion)


Then I'll be happy with my waypoints. Except bots push the cart not by their own free will biggrin.gif
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Cheeseh
post Jun 28 2009, 11:04 AM
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QUOTE(Fillmore @ Jun 27 2009, 11:06 PM) *

Do the spies remove their disguise also?
Heck yeah,payload race!
I agree with the defence thing.
Then I'll be happy with my waypoints. Except bots push the cart not by their own free will biggrin.gif

Thanks Shadow, this is the way it should be coded, just a few things u don't need.

Also will need to add at some point a check to see if the payload bomb is the same team, for plr maps.

I added the code to the SVN. I won't release yet though since yours is good enough and I'm working on cp_badlands and cp_well support (already done cp_badlands, cp_well is next)

In General: also noticed a bug with the engineers, sometimes they can't select the wrench weapon which means they can't build. this is a bug due to the limited bot support for TF2

edit
Also, to provide better PL support for the defence team, the idea was to use the waypoint areas, so every time theres a new round the "area" would change, and the bots would only use waypoints in that "area".

I'm going to add a command that lets every waypoint that gets added get given an automatic area number, so it saves going round setting areas on every waypoint
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The_Shadow3
post Jun 28 2009, 01:44 PM
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Hi Cheeseh,

I'm not finished with this Bot wink.gif.

I have an new Version, this fixed the crash if bomb is exploded.
And add more dynamic gameplay:
After a time (~10-30 seconds) the bot only walk during the map and attack only the enemies (they don't push the Bomb).
Example: 4vs4, 2 Blue Bots pushing the bomb, and other two attack the enemys. ^^

CODE

    if(m_bBlockPushTime < engine->Time())
    {
        m_bBlockPushing = !m_bBlockPushing;
        m_bBlockPushTime = engine->Time() + randomInt(10,30);
    }

    if(m_bBlockPushing == false)
    {
        if(getTeam() == 3)    // Team Blue
            utils.addUtility(CBotUtility(BOT_UTIL_GOTO_PAYLOADBOMB,CTeamFortress2Mod::isMapType(TF_MAP_CART),fGetFlagUtility));
        if(getTeam() == 2)
            utils.addUtility(CBotUtility(BOT_UTIL_DEFEND_PAYLOADBOMB,CTeamFortress2Mod::isMapType(TF_MAP_CART)&&m_iClass!=TF_CLASS_SPY&&m_iClass!=TF_CLASS_SNIPER,fDefendFlagUtility));
    }


@Defence Area: this is a good idea for Engineers and Snipers, the other Classes go direct to the Bomb.

@CP Maps: don't forgot cp_dustbowl!

I think I release this version next day.

After this Version, i show if I can make support for payload race maps and send you (Cheeseh) a new version from my sourcecode with svn update.

Know Important Bugs:
  • Shooting walking during the closing doors
  • Camping on the health-kit places

Edit:
QUOTE(Fillmore @ Jun 28 2009, 12:06 AM) *

Do the spies remove their disguise also?


yes!
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MacinSam
post Jun 28 2009, 02:08 PM
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Eh, I'm unable to download it - I'm getting a 403 error. Would you mind rehosting it somewhere else?
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Geralt
post Jun 28 2009, 02:08 PM
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Cheeseh - as Shadow3 said, the bots camp on the health pack. Could you possibly make it so;
- Bots sit on the health/ammo pack for a max of 5 seconds, if health/ammo doesn't appear find another source.
- Make only one bot at a time allowed on the ammo/health waypoints

Possible to do? It would prevent a lot of the health/ammo camping if you could. smile.gif
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Cheeseh
post Jun 28 2009, 02:21 PM
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QUOTE(The_Shadow3 @ Jun 28 2009, 02:44 PM) *

Hi Cheeseh,

I'm not finished with this Bot wink.gif.

I have an new Version, this fixed the crash if bomb is exploded.
And add more dynamic gameplay:
After a time (~10-30 seconds) the bot only walk during the map and attack only the enemies (they don't push the Bomb).
Example: 4vs4, 2 Blue Bots pushing the bomb, and other two attack the enemys. ^^

CODE

    if(m_bBlockPushTime < engine->Time())
    {
        m_bBlockPushing = !m_bBlockPushing;
        m_bBlockPushTime = engine->Time() + randomInt(10,30);
    }

    if(m_bBlockPushing == false)
    {
        if(getTeam() == 3)    // Team Blue
            utils.addUtility(CBotUtility(BOT_UTIL_GOTO_PAYLOADBOMB,CTeamFortress2Mod::isMapType(TF_MAP_CART),fGetFlagUtility));
        if(getTeam() == 2)
            utils.addUtility(CBotUtility(BOT_UTIL_DEFEND_PAYLOADBOMB,CTeamFortress2Mod::isMapType(TF_MAP_CART)&&m_iClass!=TF_CLASS_SPY&&m_iClass!=TF_CLASS_SNIPER,fDefendFlagUtility));
    }


@Defence Area: this is a good idea for Engineers and Snipers, the other Classes go direct to the Bomb.

@CP Maps: don't forgot cp_dustbowl!

I think I release this version next day.

After this Version, i show if I can make support for payload race maps and send you (Cheeseh) a new version from my sourcecode with svn update.

Know Important Bugs:
  • Shooting walking during the closing doors
  • Camping on the health-kit places
Edit:
yes!


Ok if you can , can u add a full changelist / diff / patch of code, and I should add you to the SVN if not already and u should use that.

I can have a go at the health camping issue

also because cp_dustbowl has a different style to cp_badlands/well/granary it is more difficult, will take a little more time as I will need to use the "area" feature I spoke of
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The_Shadow3
post Jun 28 2009, 05:02 PM
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QUOTE(MacinSam @ Jun 28 2009, 04:08 PM) *

Eh, I'm unable to download it - I'm getting a 403 error. Would you mind rehosting it somewhere else?


Mirror added, but the other links working!

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Geralt
post Jun 29 2009, 04:37 AM
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QUOTE(Cheeseh @ Jun 28 2009, 11:04 PM) *
In General: also noticed a bug with the engineers, sometimes they can't select the wrench weapon which means they can't build. this is a bug due to the limited bot support for TF2


Is that why they sometimes start to build something, then just stay at spawn?
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MacinSam
post Jun 29 2009, 06:33 AM
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QUOTE(The_Shadow3 @ Jun 28 2009, 05:02 PM) *

Mirror added, but the other links working!


The mirror's working, but the first one isn't working - perhaps it's filtering by country? I live in Thailand, so that could be an issue...
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Cheeseh
post Jun 29 2009, 10:24 AM
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Oops sorry I accidently deleted the last message about source tv .


Was sv cheats on ??
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bir3yk
post Jun 29 2009, 12:12 PM
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With changes The_Shadow3 in input "rcbotd addbot" on a dedicated server linux behaves strangely, it works, but all the bots with the name " .Who then tells how it changed? What value is passed in 'cmd' windows?


Sorry rushed:) solved the problem.
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MacinSam
post Jun 30 2009, 03:53 PM
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QUOTE(Cheeseh @ Jun 29 2009, 10:24 AM) *

Oops sorry I accidently deleted the last message about source tv .
Was sv cheats on ??


Yes.
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Cheeseh
post Jun 30 2009, 04:17 PM
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QUOTE(MacinSam @ Jun 30 2009, 04:53 PM) *

Yes.

Maybe you should make a new thread about the problem, so anyone else can have a look, sorry about that but forgot exactly what the problem was, I know it was Source TV related.
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