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 |
madmax2 |
May 11 2013, 09:19 PM
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#2
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RCBot Guru Group: Waypointers Posts: 957 Joined: 2-March 12 From: USA, WA state Member No.: 2,162 |
Hey Guys,
Before I start my first full rcbot2 rcw, i'd like any suggestions that will make it easier/faster to complete. Here is my current exec key binds cfg. What most useful binds or cvars, should i add to it? I don't want to fill up the keyboard with to many binds, I like to keep them away from my playing keys, plus I probably won't remember them. I may need more radius options, and is there a recommended auto radius setting, mine is defaulted to zero? Hey, genmac, i'd like to see your key binds, could you post them? thanks... Here's mine: CODE //rcbot2binds.cfg rcbot waypoint on rcbot pathwaypoint on rcbot waypoint drawtype 2 rcbot_notarget 1 mp_timelimit 0 rcbot pathwaypoint disable bind "INS" "rcbot waypoint add" bind "DEL" "rcbot waypoint delete" bind "END" "rcbot waypoint save" bind "HOME" "rcbot waypoint load" bind "-" "rcbot waypoint menu" bind "PGUP" "rcbot pathwaypoint create1" bind "PGDN" "rcbot pathwaypoint create2" bind "[" "rcbot pathwaypoint remove1" bind "]" "rcbot pathwaypoint remove2" bind "F2" "rcbot waypoint info" bind kp_ins "rcbot waypoint setarea 0" bind kp_end "rcbot waypoint setarea 1" bind kp_downarrow "rcbot waypoint setarea 2" bind kp_pgdn "rcbot waypoint setarea 3" bind kp_leftarrow "rcbot waypoint setarea 4" bind kp_plus "rcbot pathwaypoint deleteto" bind kp_minus "rcbot pathwaypoint deletefrom" bind KP_ENTER "rcbot waypoint drawtype 0" bind kp_slash "rcbot waypoint drawtype 1" bind kp_multiply "rcbot waypoint drawtype 2" bind kp_del "rcbot waypoint updateyaw" bind kp_5 "rcbot waypoint setradius 10" I've been using the waypoint menu a lot, for givetype's. I got used to using the rcbot1 menu, which is simple, efficient and i got fast at using it, lots of repeated key presses tho.. I know, currently, cheeseh is bug hunting, and it has been allready suggested here, but i'm adding my vote for an improved menu in some future rcbot2 release. New waypointers tend to use the menus first, so i think it might make it easier for some people to get started at waypointing. I know some of this has allready been said , but here are my waypoint menu suggestions: 1. If it can be done, eliminate the 2 key press to get into the menu. 2. Allow multiple selections, no more auto exit on first selection, add a back/previous button too... this is actually my most desired item on the list, just doing this would help a lot... maybe just this can be added for the short term??? 3. Either group simular items together with sub menus, or put the most used items/givetypes first. If you did sub menus, you could add a page for a selection of different radi. Omnibot had that in its menus, i used it a lot... 4. Add a numeric option for each button, give us the option to use the mouse or keyboard. 5. If you have to, dump the fancy graphics/mouse/button thing, for simple text keyboard input like in rcbot1. At any rate, keyboard input is faster that mouse presses, unless a back or previous button is added to the menu, and multiple selections can be checked off. Anyways, thats my 2 cents worth, heh heh... I have a couple wacky ideas, but now's probably not the time... max |
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