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The_Shadow3 |
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#1
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Newbie ![]() Group: Members Posts: 8 Joined: 27-June 09 From: Germany Member No.: 1,589 ![]() |
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!! ![]() ----------------------------------------------------- V2 Released:
See this Thread: Link Download Link (sources included): Version 1 Version 2 Version 3 Mirror: Version 2 |
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Geralt |
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#2
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![]() RCBot Fan ![]() ![]() ![]() ![]() Group: Waypointers Posts: 198 Joined: 6-February 09 From: Australia Member No.: 1,465 ![]() |
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. ![]() |
Fillmore |
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#3
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![]() RCBot Guru ![]() ![]() ![]() ![]() ![]() Group: Waypointers Posts: 447 Joined: 1-April 09 Member No.: 1,511 ![]() |
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!! ![]() 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? |
Geralt |
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#4
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![]() RCBot Fan ![]() ![]() ![]() ![]() Group: Waypointers Posts: 198 Joined: 6-February 09 From: Australia Member No.: 1,465 ![]() |
Only pl at the moment.
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NifesNforks |
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#5
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![]() Advanced Member ![]() ![]() ![]() Group: Members Posts: 69 Joined: 17-January 09 From: Stockholm, Sweden Member No.: 1,450 ![]() |
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 |
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#6
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Newbie ![]() Group: Members Posts: 8 Joined: 27-June 09 From: Germany Member No.: 1,589 ![]() |
thx!
I released Version 2. This have only small gameplay changes, but more in the sourcecode. Changes:
Todo:
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KeReMiD4O |
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#7
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Member ![]() ![]() Group: Members Posts: 28 Joined: 12-July 07 Member No.: 1,175 ![]() |
When blu moves the cart to the last point on pl_badwater, the game crashes
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Fillmore |
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#8
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![]() RCBot Guru ![]() ![]() ![]() ![]() ![]() Group: Waypointers Posts: 447 Joined: 1-April 09 Member No.: 1,511 ![]() |
thx! I released Version 2. This have only small gameplay changes, but more in the sourcecode. Changes:
Do the spies remove their disguise also? Heck yeah,payload race! I agree with the defence thing. When blu moves the cart to the last point on pl_badwater, the game crashes ![]() Then I'll be happy with my waypoints. Except bots push the cart not by their own free will ![]() |
Cheeseh |
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#9
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![]() Admin ![]() ![]() ![]() ![]() ![]() Group: Admin Posts: 3,066 Joined: 11-September 03 From: uk Member No.: 1 ![]() |
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 ![]() 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 |
The_Shadow3 |
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#10
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Newbie ![]() Group: Members Posts: 8 Joined: 27-June 09 From: Germany Member No.: 1,589 ![]() |
Hi Cheeseh,
I'm not finished with this Bot ![]() 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:
Edit: Do the spies remove their disguise also? yes! |
MacinSam |
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#11
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Member ![]() ![]() Group: Members Posts: 24 Joined: 19-April 09 Member No.: 1,526 ![]() |
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 |
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#12
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![]() RCBot Fan ![]() ![]() ![]() ![]() Group: Waypointers Posts: 198 Joined: 6-February 09 From: Australia Member No.: 1,465 ![]() |
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. ![]() |
Cheeseh |
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#13
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![]() Admin ![]() ![]() ![]() ![]() ![]() Group: Admin Posts: 3,066 Joined: 11-September 03 From: uk Member No.: 1 ![]() |
Hi Cheeseh, I'm not finished with this Bot ![]() 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:
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 |
The_Shadow3 |
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#14
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Newbie ![]() Group: Members Posts: 8 Joined: 27-June 09 From: Germany Member No.: 1,589 ![]() |
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Geralt |
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#15
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![]() RCBot Fan ![]() ![]() ![]() ![]() Group: Waypointers Posts: 198 Joined: 6-February 09 From: Australia Member No.: 1,465 ![]() |
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MacinSam |
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#16
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Member ![]() ![]() Group: Members Posts: 24 Joined: 19-April 09 Member No.: 1,526 ![]() |
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Cheeseh |
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#17
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![]() Admin ![]() ![]() ![]() ![]() ![]() Group: Admin Posts: 3,066 Joined: 11-September 03 From: uk Member No.: 1 ![]() |
Oops sorry I accidently deleted the last message about source tv .
Was sv cheats on ?? |
bir3yk |
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#18
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RCBot Fan ![]() ![]() ![]() ![]() Group: Members Posts: 107 Joined: 4-June 09 Member No.: 1,566 ![]() |
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. |
MacinSam |
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#19
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Member ![]() ![]() Group: Members Posts: 24 Joined: 19-April 09 Member No.: 1,526 ![]() |
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Cheeseh |
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#20
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![]() Admin ![]() ![]() ![]() ![]() ![]() Group: Admin Posts: 3,066 Joined: 11-September 03 From: uk Member No.: 1 ![]() |
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Lo-Fi Version | Time is now: 19th July 2025 - 08:17 PM |