![]() |
![]() |
genmac |
![]()
Post
#1
|
RCBot Guru ![]() ![]() ![]() ![]() ![]() Group: Waypointers Posts: 571 Joined: 11-November 11 Member No.: 2,098 ![]() |
I updated the stock map wpts so their suited as well for TDM or FFA (not supported yet) gametypes just the way Cheeseh wpted
the other stock maps the old fashion way instead of just waypointing the obvious paths the bots will often use. For TDM or FFA I need to add wpts to hidden or open spaces or corners where spawn points for this modes are basically put in place where the player should be safe enough before joining the battle again so wpts that aren't necessarily needed in normal DODS are needed now for tdm or ffa. Here's where you can get the dods deathmatch plugin and necessary files. https://forums.alliedmods.net/showthread.php?p=1697565 If you're too lazy to gather all the files here's an all in one ready to use package... This is dods_deathmatch version 3.1 along all required files to make it work like: - metamod 1.9.1 - sourcemod snapshot version 1.5.0 etc... http://www.mediafire.com/?givvv6vjg7v46my by the default will run in FFA mode so just configure the... dod_deathmatch.cfg ....found in ..dod/cfg/sourcemod folder ...to make it in TDM mode. can't guarantee though if this will work for everyone but at least it's a start for the uninitiated. So far the bots are perfect in TDM. For pure FFA we'll just have to wait until Cheeseh added an ffa feature. Bugs - it crashes when adding or kicking bots in FFA mode - - in tdm after awhile the game starts to lag a lot so either a plugin bug or vice versa - the bots are now solid players from each other, but anyway it's a refreshing way to play dods instead of always waiting and spawning in the same place over and over. Attached File(s) ![]() |
![]() ![]() |
madmax2 |
![]()
Post
#2
|
RCBot Guru ![]() ![]() ![]() ![]() ![]() Group: Waypointers Posts: 957 Joined: 2-March 12 From: USA, WA state Member No.: 2,162 ![]() |
@genmac
Heh heh.. Or maybe those axis were just taking a coffee break that morning.. Sounds like you will have this fixed up shortly, so I will wait and see what you come up with... ![]() @anyone... I tried Cheeseh's flash update, seems better than it was before, at axis first flag, bots move out a little faster. I don't see axis looking at ground at those 2 points i mentioned, and I really liked seeing the machine gunner using the low wall there. Axis were able to recover once or twice, and move forward, in 3 games. Allthough, Allies score 3 to 1 over axis still.. Just for my own education and discussion purposes: The axis bots still seem to spend a lot of time near thier first flag, could simpley reducing the number of defend waypoints in the area solve this, and get them more on the offense? Although I see bots doubling up sometimes, so not sure that would work? Bots now stop a lot over by the stairs on right and door on left, waiting for enemies for a short time, just seems to slow them down, to me... Seems like the machine gunner can almost hold the flag by himself. And the sniper in my pic, seemed to never leave that position, I thought he was stuck, I finally saw him move after getting shot. I also saw 2 snipers at that point for like 5 minutes, and an allied guy got almost up to the low wall, the snipers appeared to be aiming at him but would not shoot (maybe a bad angle, not sure), he killed them both with a grenade.. I think I would prefer the machine gunner here, and the sniper position removed, if I was doing it... Sniper doe's have a long view from there, & takes out enemies, though... so maybe its ok? ![]() |
![]() ![]() |
![]() |
Lo-Fi Version | Time is now: 9th August 2025 - 12:35 PM |