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der.zoomer |
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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 |
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Sjru |
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#2
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![]() Advanced Member ![]() ![]() ![]() Group: Members Posts: 94 Joined: 4-June 09 From: Posadas, Misiones, Argentina. Member No.: 1,567 ![]() |
Just some ideas for bots behaviour
* Engineers should prioritize rebuilding their destroyed sentry near their dispenser (If it wasn't destroyed and there is a sentry waypoint near it). Because i've found that sometimes when bots (manages) to destroy a engineer sentry (but not his dispenser) he would leave the dispenser alone to rebuild his sentry on another sentry location. * Medics should not uber you randomly. (BTW: fix them, their lag until they heal makes them somewhat useless as healers) * Perhaps a bit hard to do, but bots should "organise" themselves as scuads and harass as a group. I don't want to see anymore an entire team failing just because they attack alone and disorganised. * Enemy disguised spies should stop staring at you as if they've just watched some goatse, so they could become a little less suspicious. Also, perhaps they could use their "lastdisguise" button to switch their weapon disguises to something more useful (engineer disguise with wrench instead of shotgun.) * Basic support for medieval mode (I don't expect anything further than bots using their melee weapons). * When there are no waypoints nearby, bots should "move" randomly in any direction instead of standing still, (See TFC FoXboT). * Basic code support for loadout weapons, or any other weapon they may be handling that are not defaults (So if they suddenly get stripped of their main and secondary weapon but not their melee, they may switch to it instead of being rendered useless and having ________________________________________________________________________________ __________ Edit: More suggestions. * There should be an option to make a waypoint class specific, such as doublejump waypoints only to scouts or rocketjump to soldiers. I mean a separate option because just restricting doublejump to scouts and rocketjumps could break the waypoints on some maps where such waypoints share connections to others. (So it's only neccesary to add waypoints specific to rocket/doublejump). * Make a waypoint option for "control point capture". While the actual method is OK for most maps it makes trouble for those hybrid CTF/CP maps. This would add compatibility which such maps. The other method should be still be used, however. * Add some basic bot-chat options, just to inform other players what they will do (ie; "Attemping to cap a point;uberchanging X;chasing down Z;defending intelligence/CP", and so on. |
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Lo-Fi Version | Time is now: 19th August 2024 - 07:13 PM |