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> [sourcemod] Bot management
Sjru
post Aug 23 2009, 05:33 PM
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QUOTE(Tom Hackers @ Aug 23 2009, 11:22 AM) *

Ar you using latest sourcemm (metamod)?


Yes, i'm using Metamod 1.71.

And from source i'm using the 1.2 stable branch. Do you mean the 1.3 development branch?
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Tom Hackers
post Aug 24 2009, 02:19 PM
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QUOTE(Sjru @ Aug 23 2009, 08:33 PM) *

Yes, i'm using Metamod 1.71.

And from source i'm using the 1.2 stable branch. Do you mean the 1.3 development branch?


I use sm 1.2.2.
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MarD
post Aug 29 2009, 02:04 AM
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Heyyo,

Nice plugin idea, but we had to switch to manimod cause of some roadblocks we ran into.. is there a chance of a manimod compatible plugin?
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Tom Hackers
post Aug 29 2009, 08:59 PM
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QUOTE(MarD @ Aug 29 2009, 05:04 AM) *

Heyyo,

Nice plugin idea, but we had to switch to manimod cause of some roadblocks we ran into.. is there a chance of a manimod compatible plugin?


Sr, not scripting wizard, currently i code only for sm. ^^

P.s. people sorry for not updating this, if i will plan to update it, i will tell.
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Calamitous
post Aug 30 2009, 03:28 AM
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Pardon the ignorance, but can you explain where exactly to place the file after downloading?
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DrPuffinKind
post Sep 2 2009, 03:29 PM
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First: Awesome plugin... it works for me flawlessly smile.gif

Second: My only request... Rcbot2 allows for the adjustment of bot difficulty and skill lvl through its use of profiles. It would be nice to have some control of this through this plugin... Even if it were just a few preset skill lvls to choose from... ala CS:S bots... Either way... Great work!!
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Fillmore
post Sep 2 2009, 04:12 PM
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QUOTE(DrPuffinKind @ Sep 2 2009, 03:29 PM) *

First: Awesome plugin... it works for me flawlessly smile.gif

Second: My only request... Rcbot2 allows for the adjustment of bot difficulty and skill lvl through its use of profiles. It would be nice to have some control of this through this plugin... Even if it were just a few preset skill lvls to choose from... ala CS:S bots... Either way... Great work!!

what? modify profiles for bot difficulty and skill?
why haven't I heard of this?
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DrPuffinKind
post Sep 2 2009, 04:39 PM
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QUOTE(Fillmore @ Sep 2 2009, 12:12 PM) *

what? modify profiles for bot difficulty and skill?
why haven't I heard of this?


look on main page in the manual... under bot profiles

edit: @Cheeseh (if u read this thread) I been thinking about this and i was wondering... if we use the same names in the namelist.txt file from this plugin as we use in the profile files, will rcbot pick up the profiles or will the name assignment from this plugin force them to ignore their profile files?...


thanx for any insight
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Cheeseh
post Sep 3 2009, 07:06 PM
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QUOTE(DrPuffinKind @ Sep 2 2009, 05:39 PM) *

look on main page in the manual... under bot profiles

edit: @Cheeseh (if u read this thread) I been thinking about this and i was wondering... if we use the same names in the namelist.txt file from this plugin as we use in the profile files, will rcbot pick up the profiles or will the name assignment from this plugin force them to ignore their profile files?...
thanx for any insight

Don;'t know about that yet. I was thinking about a better "profile" system which not only allows for bot names, but more specific things like learning data and stuff for each bot, this however will use the same system , similar to RCBot1. I haven't got to that point yet with RCBot2. All of this came from ideas taken from RACC bot by PM which was a bot for the classic CS 1.6 , heh. But could perhaps use botnames or whatever as a backup if no profiles.
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DrPuffinKind
post Sep 3 2009, 07:52 PM
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QUOTE(Cheeseh @ Sep 3 2009, 03:06 PM) *

Don;'t know about that yet. I was thinking about a better "profile" system which not only allows for bot names, but more specific things like learning data and stuff for each bot, this however will use the same system , similar to RCBot1. I haven't got to that point yet with RCBot2. All of this came from ideas taken from RACC bot by PM which was a bot for the classic CS 1.6 , heh. But could perhaps use botnames or whatever as a backup if no profiles.

ok... no stress on it... i was just thinking it would be cool to have a couple really "stupid" bots to make new players at ease, and then a couple "epic" bots that would develop a reputation among my regular players for their legendary skills... just to give the different bot names some more personality...
it would be really slick if the sourcemod plugin assigned them a random name from a list of names that corresponded to a list of profile names that could then each be configured individually... both with a basic skillset and any learning capabilities that u work into the AI...
but, that said... they are great as they are.. i have them running on one of our clan dedicated servers, and everyone loves them.

thanx for all ur efforts
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MrSaturn
post Sep 5 2009, 10:50 AM
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Couldnt get it working at first, I had to manually unload/load it in order for it to start up the bots.

I wish there were some way to limit the classes I want the bots to be with this plugin.

I get complaints about the scoutbot and the pyrobot being way too difficult... The pyrobot's flames do not show and the scoutbot has pinpoint accuracy at all ranges. I personally dont see a problem with that but I'm trying to please everyone you know? They also complain when there is a sniperbot on their team because they are generally useless.

could you add a cvar that allows you to removes classes like sniper (because from what I've seen sniperbot is pretty useless) scout and pyro from the botclasses?

I wish this plugin used the internal rcbot profiles.

And a disable/enable function and a maplist config (a config with all maps to put bots on, discluding other maps from rcbot) would be great... As it stands right now, whenever we go to a map with no rcbotwaypoints the bots just spawn and do nothing. I have to manually unload the plugin and kick them, I will probably end up setting a system of configs for maps with waypoints to load the plugin on chosen maps and unload on mapchange.

I know that is asking alot, and you've already done so much! biggrin.gif Dont worry about it if its too big a deal. I just thought I'd put those ideas out there.
All in all I really like this plugin.
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Fillmore
post Sep 5 2009, 12:17 PM
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QUOTE(MrSaturn @ Sep 5 2009, 10:50 AM) *

Couldnt get it working at first, I had to manually unload/load it in order for it to start up the bots.

I wish there were some way to limit the classes I want the bots to be with this plugin.

I get complaints about the scoutbot and the pyrobot being way too difficult... The pyrobot's flames do not show and the scoutbot has pinpoint accuracy at all ranges. I personally dont see a problem with that but I'm trying to please everyone you know? They also complain when there is a sniperbot on their team because they are generally useless.

could you add a cvar that allows you to removes classes like sniper (because from what I've seen sniperbot is pretty useless) scout and pyro from the botclasses?

I wish this plugin used the internal rcbot profiles.

And a disable/enable function and a maplist config (a config with all maps to put bots on, discluding other maps from rcbot) would be great... As it stands right now, whenever we go to a map with no rcbotwaypoints the bots just spawn and do nothing. I have to manually unload the plugin and kick them, I will probably end up setting a system of configs for maps with waypoints to load the plugin on chosen maps and unload on mapchange.

I know that is asking alot, and you've already done so much! biggrin.gif Dont worry about it if its too big a deal. I just thought I'd put those ideas out there.
All in all I really like this plugin.

snipers should be fixed,then they'll be more than BATTLE SNOIPAHS
Scouts never give me any problems,they're easy to kill and pyros are a bitch if come from angles that you cant see. I play soldier alot,so maybe it's my opinion biggrin.gif
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MrSaturn
post Sep 5 2009, 12:39 PM
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QUOTE(Fillmore @ Sep 5 2009, 12:17 PM) *

snipers should be fixed,then they'll be more than BATTLE SNOIPAHS
Scouts never give me any problems,they're easy to kill and pyros are a bitch if come from angles that you cant see. I play soldier alot,so maybe it's my opinion biggrin.gif



I cant seem to get the bot_gravity and the bot_fall_speed just right, i want them to be like normal players. Anyone know what I should set those at?
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Fillmore
post Sep 5 2009, 05:33 PM
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QUOTE(MrSaturn @ Sep 5 2009, 12:39 PM) *

I cant seem to get the bot_gravity and the bot_fall_speed just right, i want them to be like normal players. Anyone know what I should set those at?

you have to fineadjust the things.

easiest way to get it is to go to an not waypointed map,give the bots 1 waypoints to go to, and give it givetype jump.
then,add 1 bot to the same team as the bots on your team but dont control it.
the controlled bots should now jump all the time, so you can adjust the jump just right(with the non RCbot and binding a key to make him jump for control)
and then gradually mod both gravity and fall speed until it matches the uncontrolled bot.
It's a theory,but it should help with the setting.
I'll try it myself when I get to my actual PC,and then(if you haven't got the correct variables before me)ill add the correct values in this post.
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Tom Hackers
post Sep 5 2009, 05:35 PM
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QUOTE(MrSaturn @ Sep 5 2009, 01:50 PM) *

Couldnt get it working at first, I had to manually unload/load it in order for it to start up the bots.

I wish there were some way to limit the classes I want the bots to be with this plugin.

I get complaints about the scoutbot and the pyrobot being way too difficult... The pyrobot's flames do not show and the scoutbot has pinpoint accuracy at all ranges. I personally dont see a problem with that but I'm trying to please everyone you know? They also complain when there is a sniperbot on their team because they are generally useless.

could you add a cvar that allows you to removes classes like sniper (because from what I've seen sniperbot is pretty useless) scout and pyro from the botclasses?

I wish this plugin used the internal rcbot profiles.

And a disable/enable function and a maplist config (a config with all maps to put bots on, discluding other maps from rcbot) would be great... As it stands right now, whenever we go to a map with no rcbotwaypoints the bots just spawn and do nothing. I have to manually unload the plugin and kick them, I will probably end up setting a system of configs for maps with waypoints to load the plugin on chosen maps and unload on mapchange.

I know that is asking alot, and you've already done so much! biggrin.gif Dont worry about it if its too big a deal. I just thought I'd put those ideas out there.
All in all I really like this plugin.


Hehe, it looks nice that a little plugin i created gets nice comments. So far, i want and don't want update this at same time... I mean it could be good to implement some new features and fix some bugs. But i need to plan everything out then. Currently i'm slowly organizing to-do list. So sorry to everyone who want to see this updated with some new cool features as soon as possible, but i do not giving up work on this. Sooo... I will update it someday. ^^

QUOTE(MrSaturn @ Sep 5 2009, 03:39 PM) *

I cant seem to get the bot_gravity and the bot_fall_speed just right, i want them to be like normal players. Anyone know what I should set those at?


I made as default values, values that i use myself. I couldn't make their gravity same to players one, but atleast now you can airblast them. They just jump too much/fast. O_o

QUOTE(Fillmore @ Sep 5 2009, 08:33 PM) *

you have to fineadjust the things.

easiest way to get it is to go to an not waypointed map,give the bots 1 waypoints to go to, and give it givetype jump.
then,add 1 bot to the same team as the bots on your team but dont control it.
the controlled bots should now jump all the time, so you can adjust the jump just right(with the non RCbot and binding a key to make him jump for control)
and then gradually mod both gravity and fall speed until it matches the uncontrolled bot.
It's a theory,but it should help with the setting.
I'll try it myself when I get to my actual PC,and then(if you haven't got the correct variables before me)ill add the correct values in this post.


Sorry, but plugin adjust their gravity settings on respawn event. So you will have to spawn few bots with different gravity values and then make all of them jump.
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Fillmore
post Sep 5 2009, 05:38 PM
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QUOTE(Tom Hackers @ Sep 5 2009, 05:35 PM) *

I made as default values, values that i use myself. I couldn't make their gravity same to players one, but atleast now you can airblast them. They just jump too much/fast. O_o

It's good to be able to airblast them.
Got killed by a Heavy on Steel due to airblasting him and forgetting the double gravity thing biggrin.gif
good thing this plugin fixed the problem.
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Fillmore
post Sep 7 2009, 01:42 PM
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doubleposting to ask about a issue with this plugin.
After 1 match and the server switches maps, the bots spawn but won't be controlled because of a access issue.
Adding my Steam ID to accessclients.ini didn't help either,so I'm better off either removing it or getting an answer here.
I'm using it on my listen server.
It's the same glitch as 343N has.

"Ok, I found a bug... when I go to change map through the map cycle or change map through Menu, it just spawns the bots BUT they don't move, before the map change it works like a charm... and I have to restart
Team Fortress 2 everytime."
His message.
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343N
post Sep 16 2009, 09:19 AM
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Exactly IPB Image
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Fredbob396
post Oct 2 2009, 12:52 AM
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Can someone post a detailed tutorial on how to install and get it running? I can't seem to figure it out. sad.gif
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Fillmore
post Oct 3 2009, 08:18 AM
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QUOTE(Fillmore @ Sep 7 2009, 01:42 PM) *

doubleposting to ask about a issue with this plugin.
After 1 match and the server switches maps, the bots spawn but won't be controlled because of a access issue.
Adding my Steam ID to accessclients.ini didn't help either,so I'm better off either removing it or getting an answer here.
I'm using it on my listen server.
It's the same glitch as 343N has.

"Ok, I found a bug... when I go to change map through the map cycle or change map through Menu, it just spawns the bots BUT they don't move, before the map change it works like a charm... and I have to restart
Team Fortress 2 everytime."
His message.

I think I figured out the issue that the listen server version has.
Perhaps,it first loads the plugin(RCbot2)when the server isn't up yet,so you can add the bots.
The issue might be, that on map change,it again loads the rcbot2 plugin,which doesn't give access to the player if it's loaded on the map instead of the main menu.

QUOTE(Fredbob396 @ Oct 2 2009, 12:52 AM) *

Can someone post a detailed tutorial on how to install and get it running? I can't seem to figure it out. sad.gif

You download the plugin.
Then you get metamod: source and sourcemod.
install both either by the install instructions that are on both websites for each plugin,or add them in steamapps/emailhere/team fortress 2/tf/addons
add the bot management plugin in sourcemod/plugins.
Then try your listen server.
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