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 |
Sjru |
Feb 19 2011, 05:49 PM
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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 |
You got some nice ideas in there. Let's hope that they're added someday. I added the lines written in Italic. Yeah, it's nice to dream. Honestly, with just Cheseeh it would take a "while" to do some of those things. I also think that the best way to go is to send a mail to Robin Walker and have the bots featured on the blog. With that, we ensure that somebody would apply to give extra help coding RCBot. Pretty simple to make, at the moment just play all-demoman teams(the only bots who consistently use their melee weapon.) The only reliable way I found to make an entire team to play melee is to use a SM plugin (I think it's called meleemode) and enable it. Then use the command cc_bot_selectweaponslot to force bots to use the melee slot. Otherwise they remain in Here are other suggestions: * Carth path waypoint: Even since bots follow the cart around, they sometimes "forget" where it is and, depending on how the map was waypointed, thing could just get slow or hinder a team advancement. With this kind of waypoint, the waypointer just would need to add that waypoint to the "cart path" and set the dependant area. So the bots, if they are lost, they know where to go to find the cart. * Demo's layin' of stickies should be checked: I suggest a "sticky" waypoint (Probably better with radius) where the demomen should lay it's stickies. Of course he should lay stickies on dropped intelligences, while continuing to do its job on CP. Also defending demos should lay stickies on the cart and it's surroundings. * Spies should desist to zap buildings while there are many enemies around. (Since now bots spot spies zapping buildings) and instead try to catch another prey while alone. On the other hand, spies SHOULD try to (At least) give up his life to zap a sentry WHILE other teammates are attacking the area, even if there are many enemies around. This would up the success rate of those attacks. Also, if possible, to train spies to stab'n'zap the engineer and their sentry. * A "Visibility check" waypoint: Such waypoint would have normal visiblity checks (those when you create waypoints) when a bot attemp to use that waypoint. If the check fails, the bot would ignore that waypoint and look for other one. This would allow waypointing of changing areas, such as tc_hydro, when some areas are changed with walls or other obstacles, which cannot be pathed with normal "areaonly" or "area" waypoints. * I don't know if it's possible, but perhaps RCBot could "use" or "borrow" the TFBot method of spawning bots, just to prevent the use of sv_cheats. Also, perhaps, if possible, revise and check TFBot to see how to fix the Medic-healing, heavy super-spread, and pyro invisible flame. * A quick edit to the script system, to allow multi-cp maps such as cp_gravelpit to allow bots to try to cap both waypoints at once. Generally, a way to have advanced scripts without complicatin' that much. * Allow pyro's to set friendly snipers huntman's arrows on fire (Notice that this happens accidentally if your hunstman sniper is near an attacking friendly pyro, as there are invisible flames). * Basic spycheck?: Make bots suspect of a spy when they bump into an "teammate". * Make bots to suspect of those "teammates" that are staring/looking at them too much. * If bots suspect, make them to intentionally "bump" into the "teammate" to confirm if it's a spy. If it's is a pyro, or a bot with surplus ammo, instead make them to shoot to the "teammate", if the bots sees that the "teammate" is injured from the hit, make them proceed to confirm that it's a spy and kill it. * A water type waypoint: As it's suggests: When a waypoint is flagged as "water" bots would try to go to such waypoints when they're burned/jarate'd/or other condition. Of course, that would need extra waypointing. * Perhaps unlikely but I'll suggest it anyways: Add the ability for the engies to haul their buildings to appropiate locations if their "area" was moved. (eg in cp_granary, when 1 CP remains and the engi is still camping with his sentry on the other part of the map). This would allow the engy to move his nest to a nearer "area" (Which is set by the script) while remaining useful to his team. * A "control" type waypoint, why?: RCBots gameplay is restricted to the map suffix (cp, to control point, ctf, to capture the flag, etc), which is a major hindrance on some custom maps, specially hybrid ones (CTF and CP). Having a waypoint that allows you to set the goals of the maps could be a good, easy way to solve this issue. Also, it would bots to play the gameplay mode that those maps offer, without being forced to change the name of that map to those of the gameplay (I've seen CP maps that are not suffixed CP). Incidentaly, bots should not use this kind of waypoint. |
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