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Cheeseh |
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#1
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![]() Admin ![]() ![]() ![]() ![]() ![]() Group: Admin Posts: 3,066 Joined: 11-September 03 From: uk Member No.: 1 ![]() |
before release of the next version please test this dll
updated may 7th 2013 07 May 2013 ----------- all mods : changes for linux - linux filesystem fixes tf2 : scouts jump around sometimes from waypoint to waypoint tf2 : extra spy checking, bots might melee friendlies searching for spies all mods : fixed bug when bots wouldn't change weapon when they were out of ammo all mods : aiming system changes, better aiming, especially for stationary targets http://rcbot.bots-united.com/downloads/RCB...73_2BetaDLL.zip 0.73 ==== dod:s : fixes bots not seeing properly through windows dod:s : fix bots not proning on sniper spots dod:s : bots don't run away from smoke grenades dod:s : bots aim for the head if visible (more deadly) tf2 : spy detection changes, bots shouldn't be able to redetect the same spy if if has changed disguise tf2 : simple spy checking - bots melee the air, pyros fire flamethrower tf2 : update bot shooting fov tf2 : bots don't listen to cloaked spies tf2 : fixed sniper bug with snipers running on the spot tf2 : changes to spy detection and engi building tf2 : fixed engis not placing moved objects (esp. dispensers) all mods : new waypoint type "fall" (fall damage) all mods : fixed crash in debug hud with looktask string error all mods : fixed bad memory allocation errors all mods : reliability fix for cfindpath task all mods : more debug hud info all mods : debug crash fixes all mods : changes for linux - linux filesystem fixes |
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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 ![]() |
Yeah the bot suddenly stop shooting when it called for support.
I did saw them change to pistol when their primary ran out of ammo. "rcbot debug givetask snipe"...this will be very handy for faster testing. I tested it again on dod_anzio church tower snipers. Had to add some connected unreachables to make their shooting more effective after that their much more better and more responsive near or far, both sides. Will test the rest of the sniping spots for all stock maps. Oh I can't upload the tweaked anzio wpt here ran out of space hehe. Will try fileden as Max suggested. |
Cheeseh |
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#3
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![]() Admin ![]() ![]() ![]() ![]() ![]() Group: Admin Posts: 3,066 Joined: 11-September 03 From: uk Member No.: 1 ![]() |
Yeah the bot suddenly stop shooting when it called for support. I did saw them change to pistol when their primary ran out of ammo. "rcbot debug givetask snipe"...this will be very handy for faster testing. I tested it again on dod_anzio church tower snipers. Had to add some connected unreachables to make their shooting more effective after that their much more better and more responsive near or far, both sides. Will test the rest of the sniping spots for all stock maps. Oh I can't upload the tweaked anzio wpt here ran out of space hehe. Will try fileden as Max suggested. hmm okay I guess he was just out of ammo and just looked at you thinking his pistol wouldn't be very useful up there... As for unreachables, they shouldn't really affect sniping, they should affect those people getting sniped though as they know where to run away from. You should connect normal waypoints to unreachables rather than the other way around which will let bots look at dangerous points. Another thing for next release is to improve ladder climbing , I noticed they had trouble on dod_stug what I've done is to use the ladder waypoint yaw to make sure bots always look in the right direction when climbing, so check your waypoints that the ladder waypoint yaws are facing the ladder. I've tried this out and the bots are climbing like pro's now |
genmac |
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#4
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RCBot Guru ![]() ![]() ![]() ![]() ![]() Group: Waypointers Posts: 571 Joined: 11-November 11 Member No.: 2,098 ![]() |
As for unreachables, they shouldn't really affect sniping, they should affect those people getting sniped though as they know where to run away from. You should connect normal waypoints to unreachables rather than the other way around which will let bots look at dangerous points. Nothing better to do so went testing the snipers again at anzio and ... you're totally right master...snipers don't need unreachable as shooting guides. But you gotta look for the sweep spot on placing the sniper wpts. Once found, their shooting hehe... Anyway here's some demos again... http://www.4shared.com/rar/qAlHeIPR/anzio_snipers.html If it doesn't work rename the map to dod_anzio_spr.bsp |
Cheeseh |
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#5
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![]() Admin ![]() ![]() ![]() ![]() ![]() Group: Admin Posts: 3,066 Joined: 11-September 03 From: uk Member No.: 1 ![]() |
Nothing better to do so went testing the snipers again at anzio and ... you're totally right master...snipers don't need unreachable as shooting guides. But you gotta look for the sweep spot on placing the sniper wpts. Once found, their shooting hehe... Anyway here's some demos again... http://www.4shared.com/rar/qAlHeIPR/anzio_snipers.html If it doesn't work rename the map to dod_anzio_spr.bsp cool. or u can use rcbot waypoint load dod_anzio_spr |
genmac |
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#6
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RCBot Guru ![]() ![]() ![]() ![]() ![]() Group: Waypointers Posts: 571 Joined: 11-November 11 Member No.: 2,098 ![]() |
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madmax2 |
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#7
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RCBot Guru ![]() ![]() ![]() ![]() ![]() Group: Waypointers Posts: 957 Joined: 2-March 12 From: USA, WA state Member No.: 2,162 ![]() |
copy that Master! ![]() Btw can you add a CAMPER wpts so other classes aside mg's and snipers can camp out but allows only one bot to use a camp wpts with a configurable camping time per camp wpt. Yeah, I like this idea too, & was thinking about the same thing, working on the sniper perch in flash. I really didn't like forcing axis bots to stay in there with a one way path on the stairs. It works ok most of the time, but sometimes to many axis will get trapped in there. With a two way path, they would stay & snipe sometimes, but it just doesn't seem long enough? A camper tag/wpt would be a better solution. I would like to see this available for sniper & mg wpts as well as defend wpts. Where a minimum or maximum time could be set. I wouldn't want to do this at every sniper/mg/defend wpt, just some places. I'd still want the AI to handle most locations. So in flash, i'd set the sniper perch camps to some minimum time, and at the first flag mg/snipe camps i'd set some maximum time, because at some of those camps, bots will stay at far too long. They don't want to move forward when flags have been capped, maybe there is an AI solution for this??? I'd like to see the doubling up fixed too, where 2 of the same class will camp on same wpt, i've mostly seen it with snipers, not too much with mg's. It doe's seem less than previous rcbot2 versions, and it seems to happen mostly at the first available sniper or mg wpts in flash. Thats where i've seen it the most.. So I removed the sniper wpts near each teams first flag, for this reason... Anyways, if some of this could be done, that would be cool... ![]() |
Cheeseh |
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#8
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![]() Admin ![]() ![]() ![]() ![]() ![]() Group: Admin Posts: 3,066 Joined: 11-September 03 From: uk Member No.: 1 ![]() |
the defend waypoints are basically camper waypoints for non snipers/mgs. They do exactly as you want. They will go there and wait basically for a certain time. Make sure you set the correct area and bots will go there to defend the correct flag point and that waypoint.
On dod_anzio I put one next to the bridge in the little ruined shack on the table, sometimes bots will go in there and wait for an opportune moment you don't need to have defend flag on a sniper or mg point as sniper and mgs bots work that out themselves based on the area of the waypoint, and which flag they want to attack or defend |
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