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> RCBot 0.56 Beta, new public beta release
Cheeseh
post May 20 2010, 11:09 PM
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0.56
- engineers favour building sentries up to level 2 before
building a teleporter exit (attacking engineers don't worry)
- bots detect uncloaking spies
- spies use sappers
- snipers fixed
- spies backstabbing improved
- engineers remove sappers from sentries & dispensers
- default rcbot_anglespeed value reduced to 8
- spy notice time reduced significantly
- spies plan to backstab from afar
- fixed memory leak
- medics try to heal more often
- demomen place & detonate stickies
- new command "rcbot waypoint show " (shows a line to a waypoint ID)
- fixed cp_steel and pl_goldrush waypoints
- new config.ini for setting up bot cvars
-medics try to heal players who call for medic
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Fillmore
post May 22 2010, 09:54 AM
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QUOTE(Cheeseh @ May 20 2010, 11:09 PM) *

0.56
- engineers favour building sentries up to level 2 before
building a teleporter exit (attacking engineers don't worry)
- bots detect uncloaking spies
- spies use sappers
- snipers fixed
- spies backstabbing improved
- engineers remove sappers from sentries & dispensers
- default rcbot_anglespeed value reduced to 8
- spy notice time reduced significantly
- spies plan to backstab from afar
- fixed memory leak
- medics try to heal more often
- demomen place & detonate stickies
- new command "rcbot waypoint show " (shows a line to a waypoint ID)
- fixed cp_steel and pl_goldrush waypoints
- new config.ini for setting up bot cvars
-medics try to heal players who call for medic

Holy crap, that's one list of updates. About the demoman part, however: Do they have a givetype waypoint or do they just 'plan' the spots like the spies plan a backstab? Another question, why don't the spies sap the dispenser and teleporter (not shown on preview) only the sentry? And I just had to leave somewhere when something epic happens. Can anyone give a video preview of the demomen and their stickies? I wanna see bots get blown to bits biggrin.gif
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Cheeseh
post May 23 2010, 12:21 AM
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QUOTE(Fillmore @ May 22 2010, 10:54 AM) *

Holy crap, that's one list of updates. About the demoman part, however: Do they have a givetype waypoint or do they just 'plan' the spots like the spies plan a backstab? Another question, why don't the spies sap the dispenser and teleporter (not shown on preview) only the sentry? And I just had to leave somewhere when something epic happens. Can anyone give a video preview of the demomen and their stickies? I wanna see bots get blown to bits biggrin.gif


They don't use sticky waypoints at the moment, they just drop stickies at the point or flag or the last place they saw an enemy. If they place stickies near a point or flag, they will detonate when the flag is taken or the capture point is under attack. They will also detonate if they ever see eenemies near the stickies.

I recorded a demo but I missed the point when the scout got blown up when he picked up the flag smile.gif Although i have another demo when the demomen place stickies and blow them up when they see the scout going into the flag room, but they don't manage to blow him up smile.gif

at the moment they just sap the sentries as I thought it is the most useulf firsgt, sometimes they sap dispensers if they are close to sentries though tongue.gif But at the moment I thought sentries are most important to destroy for bots to get past a point. Well, see how it goes.

also i encourage any one to make videos
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Fillmore
post May 23 2010, 07:25 AM
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QUOTE(Cheeseh @ May 23 2010, 12:21 AM) *

They don't use sticky waypoints at the moment, they just drop stickies at the point or flag or the last place they saw an enemy. If they place stickies near a point or flag, they will detonate when the flag is taken or the capture point is under attack. They will also detonate if they ever see eenemies near the stickies.

That's pretty good, actually. They put the stickys in a useful way. They block the plate, the intel, and the route that they saw an enemy. Will they just shoot them on the floor, or will they stick the stickies on walls?

QUOTE(Cheeseh @ May 23 2010, 12:21 AM) *

at the moment they just sap the sentries as I thought it is the most useulf firsgt, sometimes they sap dispensers if they are close to sentries though tongue.gif But at the moment I thought sentries are most important to destroy for bots to get past a point. Well, see how it goes.

Got to agree with that, usually spies sap everything, but spybots sap the dangerous stuff at the moments. How about teleporters? Do they sap those?
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Cheeseh
post May 23 2010, 10:56 AM
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QUOTE(Fillmore @ May 23 2010, 08:25 AM) *

That's pretty good, actually. They put the stickys in a useful way. They block the plate, the intel, and the route that they saw an enemy. Will they just shoot them on the floor, or will they stick the stickies on walls?
Got to agree with that, usually spies sap everything, but spybots sap the dangerous stuff at the moments. How about teleporters? Do they sap those?

they don't sap teleporters at the moment because I wanted to get the engineers to know how to remove teleport saps first, because after the engineer updates in the code, both teleporters get sapped when an entrance or exit is sapped, which means an engi bot must first choose the best teleporter to remove the sapper from frist, which is just a bit of extra work. Anyway it will all be implemented eventually but I just thought of releasing this version so you can have fun with spy bots just now hehe:)
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Fillmore
post May 24 2010, 04:00 PM
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QUOTE(Cheeseh @ May 23 2010, 10:56 AM) *

they don't sap teleporters at the moment because I wanted to get the engineers to know how to remove teleport saps first, because after the engineer updates in the code, both teleporters get sapped when an entrance or exit is sapped, which means an engi bot must first choose the best teleporter to remove the sapper from frist, which is just a bit of extra work. Anyway it will all be implemented eventually but I just thought of releasing this version so you can have fun with spy bots just now hehe:)

I can now say some feedback on the spybots.

Pros:

- They can sap sentries, reducing losses by a somewhat huge amount.
- Backstabbing works properly now.
- They can fool you into thinking they left, but they come back when you go get that health pack/ ammo.
- They can destroy an bunch of bots pretty easily now.

Cons:

- They should have sapping as a higher priority, not stabbing.
- They only sap sentries (for now)
- They try to push the cart, when that should be for the other classes.

Other than those, the bots play superbly, especially the spies.
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