RCBot2: suggestions, As the topic sez... some suggestions for future RC Bot releases |
RCBot2: suggestions, As the topic sez... some suggestions for future RC Bot releases |
der.zoomer |
Nov 8 2009, 01:14 PM
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#1
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Member Group: Members Posts: 35 Joined: 7-November 09 Member No.: 1,738 |
Hej there, I've been around here for a time as guest, and I really like RC Bot2 for TF2.
It works like a charm (most of the time tho...) And to improve this bot, I have some suggestions here: Arena Mode: - Bot check time until capture point is available else they would all rush to the capture point and stand there - on my dedicated server (same binaries) they dont seem to capture points, even theyre doing it on a listen server with SAME waypoints and scripts Snipers: - make them sound sensitive to visible players again, they just stand on their sniper pathnodes and dont move/shoot even if there are enemy guys all over the place Soldier: - he shouldn't use his shot gun so often Heavy: - fix this god damn heavy aiming, the heavy has like 0 recoil and can hit a target with 100% accuracy (every bullet hits, even if the minigun has a large spread fire cone) - heavy should check for distance to the nearest enemy (needs testing, because there are classes that you should take out in favour of others) Spy: - spies should try to melee attack enemies from behind with knife when possible - when spies try to cap (CP, CTF, PL) they should remove their disguise Medic: - make medics heal more, than attacking, make them sensitive to "call for a medic" event and let them stick with this guys as soon as he is healed or even buffed - let medics use their ubercharge when their current healing target is being attacked: event player_hurt waypointing: - let bots check for visibility between path nodes on calculating paths to the target ie. when a door is closed, this path is blocked and they'll choose another path or another target could be a problem with doors where you can see thru though... but that will eventually render setarea and givetype areaonly useless. (needs testing, because of defense points/sentry points/teleporter exit points) this is implemented by using the "givetype openslater" waypoint type, but bots can see through EVERY door! (even though they are closed) so it doesn't work, an engine bug maybe - a waypoint type for an alternate route would be nice, so the bots dont attack only by one path, maybe with priorities, so 1 is main path, 2 a good alternative and 3 an alternative, but less good than 2 or even 1 but possible.... I've implemented "route" waypoint types for next version, they are simple additions, so we'll see how they do after a lot of testing Misc: - gravity seem not to affect bots, they jump and fall like 4x faster than usual players this is an engine bug - when bots see a dispenser (and need supplies) they should use it this is implemented but happens rarely nice to have: - bot and equipment support (use hats, other inventory you usually earn with achievements/find items) - bot should learn how real players move around in that map |
MarD |
Oct 30 2010, 03:29 PM
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#2
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RCBot Fan Group: Waypointers Posts: 139 Joined: 30-September 04 From: Canada EH? Member No.: 419 |
Heyyo,
I was wondering if at all possible to add support for the Source SDK Base 2007? I would love to see RCbot2 working in Goldeneye Source Beta4 since it's now shaping up to be a fantastic mod, but the player base is quite small at the moment. Right now I can get it to load rcbot2 adding in this... CODE # mod = CUSTOM steamdir = source sdk base 2007 gamedir = gesource bot = HL2DM Without that it just crashes.. but then I try to use any command and I get "you do not have access to this command" even though I have both my actual SteamID and the "STEAM_ID_LAN" both set to 63 AND of course I make sure "sv_cheats 1" first. [EDIT1] LOL! wth.. apparently my "addons" folder in sourcemods\gesource\addons" has "access denied" which is weird... cause that's where I had the .vdf for loading the bot originally before it crashed a few times and decided to test with console commands.. really odd. [EDIT2] K after more messing around after a reboot the addons folder just vanished oddly enough.. anywho after that I made a new .vdf loader in the sourcemods\gesource\addons folder with the hpb_bot2.dll in the source sdk base 2007\bin folder? and it worked! I made basic waypoints for ge_library_classic.. but alas.. no bot spawning with accessclients.ini set to either "mod = CUSTOM" or "bot = CSS" or "bot = HL2DM".. I don't think it likes the spawn interface of Goldenye Source, it gives me a "unknown command: bot" everytime. |
Cheeseh |
Oct 31 2010, 07:43 AM
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#3
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Admin Group: Admin Posts: 3,066 Joined: 11-September 03 From: uk Member No.: 1 |
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MarD |
Nov 1 2010, 01:27 AM
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#4
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RCBot Fan Group: Waypointers Posts: 139 Joined: 30-September 04 From: Canada EH? Member No.: 419 |
Heyyo,
i'm just in the process of releasing a new bot with the old bot spawning method for mods other than TF2 OMFG YES! Love you Cheeseh, that is very win. [EDIT1] Btw you need waypoints for a mod to test with lemme know and I'll do up a map for it. [EDIt2] Well just incase one of the mods you wanna test is Goldeneye Source beta 4 since it's active attached is waypoints for ge_library_classic to test with for now. Nothing special just fully waypointed map just needs types for weapon pickups and ammo pickups and such.. I didn't add any of the tf2 flags cause they might make bots camp the stuff for the wrong things, lol. The only spot on this map I didn't waypoint are the two hidden passages to the secret way in and out of the basement of the library (incase you don't know where it is, just noclip and zoom around the outside you'll see the walls and the paths behind them. Attached File(s) Rcbot2_waypoint_ge_library_classic.zip ( 9.96k ) Number of downloads: 28 |
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