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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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genmac |
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#2
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RCBot Guru ![]() ![]() ![]() ![]() ![]() Group: Waypointers Posts: 571 Joined: 11-November 11 Member No.: 2,098 ![]() |
Ok here are my binds that I use a lot at the moment for wpting purposes...
bind "F5" "rcbot waypoint on" bind "F6" "rcbot pathwaypoint on" bind "F7" "rcbot waypoint off" bind "t" "rcbot waypoint add" bind "y" "rcbot waypoint delete" bind c noclip .....very important too. bind "i" "rcbot waypoint save" bind "u" "rcbot waypoint menu" These are very important so I can put paths where I want them etc... bind "o" "rcbot pathwaypoint create2" bind "p" "rcbot pathwaypoint create1" bind "k" "rcbot pathwaypoint remove2" bind "l" "rcbot pathwaypoint remove1" bind "[" "rcbot_wpt_pathdist 0" bind "]" "rcbot_wpt_pathdist 500" g, h, j, are reserved for path distances like 50-200 then I would overwrite them for radiuses when finalising the wpts. Others are all set to numpad keys... For wpts draws...very important for me. bind "KP_INS" "rcbot waypoint drawtype 0" bind "KP_ENTER" "rcbot waypoint drawtype 1" bind "KP_DEL" "rcbot waypoint drawtype 2" for multi givetypes... bind "KP_LEFTARROW" "rcbot waypoint givetype noallies sniper machinegun defend" bind "KP_5" "rcbot waypoint givetype noaxis sniper machinegun defend" others... bind "KP_RIGHTARROW" "rcbot waypoint givetype noallies" bind "KP_PGUP" "rcbot waypoint givetype noaxis" bind "KP_HOME" "rcbot waypoint setradius 0" bind "KP_UPARROW" "rcbot waypoint updateyaw" Sometimes I forgot which is which so I just bind new ones hehe. For bot testing purposes... bind "." "rcbot addbot" ....all my games that has bots that's the key I always use to spawn them one at a time. This one needs some tweaking coz it sometimes add bots too much on the other team if pressed too fast. bind "/" "rcbot kickbot" ...This one needs some tweaking as well coz it sometimes removes bots too much on the other team if pressed too fast. bind "F4" "exec kickall" ...I made some configs here to kick all bots in one key stroke. bind "F9" "exec kickallallies" bind "F10" "exec kickallaxis" Ok that's about most of it. Always hit SAVE key when making wpts coz you never know dods might suddenly crash and loose all wpting work so I always hit it a lot while my fingers hovers the keyboard. And back up the wpt asap as well coz you never know your pc might suddenly go berzerk hehe. |
Fillmore |
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#3
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![]() RCBot Guru ![]() ![]() ![]() ![]() ![]() Group: Waypointers Posts: 447 Joined: 1-April 09 Member No.: 1,511 ![]() |
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Cheeseh |
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#4
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![]() Admin ![]() ![]() ![]() ![]() ![]() Group: Admin Posts: 3,066 Joined: 11-September 03 From: uk Member No.: 1 ![]() |
The sudden crashing is a bitch, but having rcbot_runplayer_hookonce set to 0 fixed it for me. I've made a lot of fixes and changes for tf2 in the next update, including two crash issues, hope it will reduce the crashing as for a waypoint menu, I am working on it now, it looks like this so far. I will add more options later. The waypoint flags shows the same colour as the waypoint. and opens a new menu to add extra types, the menu doesn't close until you press exit. The waypoint flags menu has all the colours for the types too Attached thumbnail(s) ![]() |
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Lo-Fi Version | Time is now: 20th August 2024 - 05:40 PM |