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> RCBot2 0.7, here it is
Cheeseh
post Jan 24 2013, 12:11 PM
Post #1


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http://sourceforge.net/projects/rcbot2/fil...07.zip/download

Public release!

Note that this release is much bigger in size than the previous due to more documentation and installer programs etc to help novice users.

Also note that this release hooks to the engine to work properly. This solves many problems that the past rcbot had, but it may create problems in the future, for example TF2 updates may change the engine. For that reasons, if the bot crashes, keep up to date with the website at:
http://www.sourcemodplugins.org/vtableoffsets
and keep the rcbot_runplayer_cmd updated to the latest PlayerRunCommand offset number for windows (the linux offset is added automatically in the bot if the windows offset is correct) At this time of speaking, the offset is 416 for tf2 and DOD:s

As for DOD:S only dod_anzio, dod_colmar, dod_jagd and dod_avalanche are waypointed. Waypointers should try to look at the waypointed maps and the waypoit guide to ge familiar and provide some waypoints for other maps smile.gif

0.7

General

---------
- fixed waypoint visibility table
- bot belief (danger) changes
- learned bot belief is saved across maps
- opens later waypoint now works
- bug with finding enemies fixed
- getprop system updated
- CPU optimizations (requires increasing vis revs - see individual bot profiles)


DOD:S
-----
- support for DOD:S
- support for capture flag maps / bomb maps
- comes with dod_anzio, dod_colmar, dod_avalanche and dod_jagd waypoints
- requires qaypoints for other maps to work for them
- bots support attacking and defending
- sniping
- machine gunning
- radio commands
- automatic class changing
- smart capturing decisions
- grenade throwing
- understand smoke grenades
- bots can go prone
- bots run for cover when reloading and when they see a grenade
- bots can climb up and down ladders if waypointed properly



HL2DM
---------
- normal weapon switching depending on ammo/distance
- bots picking up objects with grav gun and shooting enemies
- ladder climbing
- sprinting
- bots jumping over obstacles
- bots using chargers (armor/health)

TF2
---
- hooks player move function so all the pyro/gravity/rocket jump/double jump/hw guy bugs are fixed
- waypoints for some event maps and others (thanks community)
- medic improvements
- bots fight halloween bosses (added cvar rcbot_bossattackfactor)
- bots shout activate uber when being healed and can be ubered if they want to be ubered
- spies choose diguise classes better
- engineers place dispensers more reliably
- general optimizations
- rewritten getprop code
- spies cloaking/decloaking better when they see an enemy
- a nested move+look priority system
- bots push on overtime and when nearby players say go go go or move up
- spy changes
- bots only shoot when nearly looking at enemy (added cvar rcbot_enemyshootfov)
- bots dont listen to medics using medi guns or engineers using wrench
- bots aim jitter in tf2
- engineer on blue team (attack map) bug fixed when wanting to place teleports
- bots no longer pick up health if they are being healed by a medic

and much more !

more TF2 fixes include...
- defending team taking more care defending the point when under attack
- bots say 'sentry ahead' or 'incoming' at appropriate moments
- bots looking around better (You can use unreachable waypoints to help) - see ctf_2fort and dod:s waypoints as examples
- demomen pipe jumping
- demomen pipe attack while in cover

Installing
You can use the RCBot2 Installer.exe to install and run the RCBot2 Launcher, from there everything is easy. However if you run in to problems you can install manually

Manual Installation
Copy the rcbot2 folder from ‘files/’ into your steam folder / steamapps / <account name> folder ; where account name is the name of your steam account

Running
You can use the RCBot2 Launcher to run RCBot2 automatically however once you have loaded the game with the launcher you need to create a server to create a game

This version of RCBot 2 uses a hook into the game engine to make bots move properly in TF2 and DOD:S. To do thid, the bot needs to know, in memory, where to hook

This is held in the variable rcbot_runplayer_cmd

The rcbot_runplayer_cmd value must be the same as the latest version of the mod, found here: http://www.sourcemodplugins.org/vtableoffsets

If you experience crashes try changing rcbot_runplayer_hookonce to 0 or 1 or vice versa

Manual running
If you want to run RCBot2 manually, just enter the command line in the modification of your choice in Steam

-insecure +plugin_load “..\bin\HPB_Bot”

Then create a server

QUOTE
Warning! If loading manually, make sure you don’t already have a VDF file with rcbot2 automatically loading. Otherwise RCBot2 will be loaded twice and strange things might happen!

Adding bots
Rcbot addbot <class> <team> <name>

If you want to add a random bot by using a bot profile, just type

Rcbot addbot

If you want to add a bot with a specific class and an automatic team type

Rcbot addbot 1 for scout in TF2, or support in DOD:S

For TF2 scout or DOD:S Support class , see the list of class numbers below:

Team Fortress 2

CODE
Class numbers
1 = scout
2 = sniper
3 = soldier
4 = demoman
5 = medic ( Bugs )
6 = hwguy
7 = pyro ( Bugs )
8 = Spy
9 = Engineer

Team Numbers:
2 = red
3 = blue


DOD:Source
CODE
Class numbers
0 = Rifleman
1 = Support
2 = Assault
3 = Sniper
4 = Machine Gunner
5 = Rocket



Team Numbers:
2 = Allies
3 = Axis
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Fillmore
post Jan 25 2013, 10:34 AM
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I assume that the MvM support also got in.

But due to the gravity, rocket- and doublejump issue being fixed, the MvM maps are the least of my problems now biggrin.gif
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Cheeseh
post Jan 25 2013, 10:50 AM
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QUOTE(Fillmore @ Jan 25 2013, 11:34 AM) *

I assume that the MvM support also got in.

But due to the gravity, rocket- and doublejump issue being fixed, the MvM maps are the least of my problems now biggrin.gif


MvM seemed to work previously, although I have added the map type in the code, at the moment the bots will just run around randomly and shoot the robots. They don't defend as such yet
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