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> [sourcemod] Bot management
Cain
post Nov 22 2009, 12:56 AM
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QUOTE(Tom Hackers @ Aug 9 2009, 02:37 AM) *


What do you mean? They change ping too much? biggrin.gif


Love the rcbots SM plugin thank you !!

Yes the bots are constantly changing pings where regular player's pings are steady and only change rarely.

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Cain
post Nov 22 2009, 12:12 PM
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Is there a command to delay the bots spawning into the game to allow all the humans to connect first ??

I'm looking for about 45-60 second delay of the bots spawning into the game on a map change, or when player counts drop below a certain threshold, like 18 players in your SM plugin.

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der.zoomer
post Nov 23 2009, 09:46 AM
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Your tf2-bots plugin is absolutely useful and nice!

But I have a suggestion or two: (or Bug Reports)
- BUGREPORT: with your default Botnames.txt I often get many bots assign the same name (in my case, it is often the name: Me)
so I have Me, (1)Me, (2)Me, (3)Me .... Bots on the server, can you look into that?

- SUGGESTION: can you force bots using other items, like sniper uses jarrate or heavy uses natascha?
A random assignment on bot spawn by giving the bots other items would be cool


- BUGREPORT: editing the Botnames.txt results in server crash: "IsIdxValid(i)"
in my case I've added more names...
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Cheeseh
post Nov 23 2009, 05:59 PM
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QUOTE(der.zoomer @ Nov 23 2009, 09:46 AM) *

Your tf2-bots plugin is absolutely useful and nice!

But I have a suggestion or two: (or Bug Reports)
- BUGREPORT: with your default Botnames.txt I often get many bots assign the same name (in my case, it is often the name: Me)
so I have Me, (1)Me, (2)Me, (3)Me .... Bots on the server, can you look into that?

- SUGGESTION: can you force bots using other items, like sniper uses jarrate or heavy uses natascha?
A random assignment on bot spawn by giving the bots other items would be cool
- BUGREPORT: editing the Botnames.txt results in server crash: "IsIdxValid(i)"
in my case I've added more names...

huh? rcbot does not Use botnames.txt , it uses bot profiles, see rcbot2/profiles/ folder and all the .ini files with bot names in them, create some more which look the same format but have different names,

they start from 1.ini , to 2.ini then 3.ini and so on, I think the bot copmes ionly with 22 ini files so if u add more than 22 bots u will get bots using "rcbot" for its name.
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der.zoomer
post Nov 23 2009, 08:16 PM
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QUOTE(Cheeseh @ Nov 23 2009, 06:59 PM) *

huh? rcbot does not Use botnames.txt , it uses bot profiles, see rcbot2/profiles/ folder and all the .ini files with bot names in them, create some more which look the same format but have different names,

they start from 1.ini , to 2.ini then 3.ini and so on, I think the bot copmes ionly with 22 ini files so if u add more than 22 bots u will get bots using "rcbot" for its name.


Guess what, I was talking about Tom Hackers SM Plugin tongue.gif
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Cheeseh
post Nov 23 2009, 09:08 PM
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QUOTE(der.zoomer @ Nov 23 2009, 08:16 PM) *

Guess what, I was talking about Tom Hackers SM Plugin tongue.gif

oh. doh
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Fillmore
post Nov 24 2009, 12:56 PM
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QUOTE(Cheeseh @ Nov 23 2009, 05:59 PM) *

huh? rcbot does not Use botnames.txt , it uses bot profiles, see rcbot2/profiles/ folder and all the .ini files with bot names in them, create some more which look the same format but have different names,

they start from 1.ini , to 2.ini then 3.ini and so on, I think the bot copmes ionly with 22 ini files so if u add more than 22 bots u will get bots using "rcbot" for its name.

No. Actually if you add extra ini files for RCbot2, and either give them the same name or different, it loads them and gives the name you've inputted on them.
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der.zoomer
post Nov 30 2009, 06:25 AM
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Small update:
After removing all the names from"Me" till the end in that standard-Botnames.txt I dont get that duplicate names error again.
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Sjru
post Nov 30 2009, 08:05 PM
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TM, your script is useful, however I need a way to disable the Bot_count_blue and bot_count_red, as they automatically add bots, whichs annoy me because I can't select the bot I wan't. Putting the cvar to 0 doesn't work.
And also, there is a way to not use the bot names.txt?

Also bots have preference to switch to spy, even if bot_class limit& and bot_class_adv 1 is 1.
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chann
post Nov 30 2009, 09:30 PM
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QUOTE(Sjru @ Dec 1 2009, 05:35 AM) *

Also bots have preference to switch to spy, even if bot_class limit& and bot_class_adv 1 is 1.


It appears to be an artifact of the Sourcemod RNG. I've noticed too that 4 spies are always the first to join on a new server, and the spy bots rarely if ever change classes. I tried modifying the script to randomize the seed each time it's run but it didn't work.
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Jetz
post Dec 2 2009, 11:33 PM
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the plugin is on according to sourcemod, the cfg file was generated, yet it doesn't work.. sad.gif

Only way is by manually adding the bots myself.
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343N
post Dec 3 2009, 07:35 AM
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I HAVE A PROBLEM
My Plugin doesn't load, Well it does... but the console commands dont work. Its a valid command
But it doesn't apply the commands. So its just like not having this installed at all.
All the other plugins work...
You haven't responded! I want my achievements on non-laggy servers! sad.gif
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Cain
post Dec 3 2009, 01:22 PM
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QUOTE(Fillmore @ Oct 15 2009, 10:30 AM) *

make sure you took insta respawn out.
Tom Hackers accidentally left it there biggrin.gif
check the command for it in first post.
EDIT: Tom,id also like to ask a question.
How the hell did you remove the bots 2x gravity?


I really like this plugin, but it makes my server instantspawn all lthe time.

I use a variable spawn plugin in my TF2 server that allows Red to spawn in 10 secs and BLU in 3.

What can I do to stop this plugin from making the players spawn instantly ??

Thanks !
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Fillmore
post Dec 6 2009, 08:05 PM
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QUOTE(Cain @ Dec 3 2009, 01:22 PM) *

I really like this plugin, but it makes my server instantspawn all lthe time.

I use a variable spawn plugin in my TF2 server that allows Red to spawn in 10 secs and BLU in 3.

What can I do to stop this plugin from making the players spawn instantly ??

Thanks !

try putting bot_respawn_humans to 0.
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343N
post Dec 7 2009, 09:11 AM
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I fixed my previous problem, but can you please fix the level bug? When it changes level; the bots don't move, or even attack.
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DrPuffinKind
post Dec 7 2009, 02:08 PM
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QUOTE(343N @ Dec 7 2009, 04:11 AM) *

I fixed my previous problem, but can you please fix the level bug? When it changes level; the bots don't move, or even attack.

sounds to me like you do not have waypoints for the next map... there must be wayoints and script for every map u want to run...
just a thought...
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343N
post Dec 8 2009, 04:43 AM
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I do have it. For example I was playing arena_shapeland (I made the waypoints my self) and It works fine; now when I change to a CP Map (Yes all the CP maps have waypoints for me and have worked before), they don't move, or attack. But not just CP Maps... its every map.
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DrPuffinKind
post Dec 8 2009, 12:37 PM
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huh... that is a weird one... maybe you could make a cfg that kicks all the bots and re-adds them... it could be that you need sv_cheats 1 to get the bots to work... u could writs a cfg that kicks all bots, turns on cheats, re-adds bots, and turns cheats back off.... you could call this in your autoexec.cfg so it runs auto-magicly every map change... or something to that effect....

hope that helps!
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343N
post Dec 9 2009, 05:42 AM
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2 things.

1. Kicking them won't fix it.
2. You don't need cheats.
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DrPuffinKind
post Dec 9 2009, 02:25 PM
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QUOTE(343N @ Dec 9 2009, 12:42 AM) *

2 things.

1. Kicking them won't fix it.
2. You don't need cheats.


huh... can you provide more info?... like your setup, what other plugins you are running... error logs... listen or dedicated? how do you add the bots?... (batch script, cfg, console, other...) or any other tidbits you can think of... if u do maybe one of us can offer you some insight...

smile.gif
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