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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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madmax2 |
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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 ![]() |
Thanks for the detailed response/info...
![]() QUOTE Bear in mind I have to code all this with the limitations in the SDK for plugins, to be honest the SDK is piss poor for plugins. seems more like a rant I'm afraid due to the source SDK , I don't want to blame my tools but with even poor bot support having to hack my way in to getting bots to work, I feel like ranting about it ! Heh heh, rant away, I can only imagine some of the frustrations you encounter. Heck, steam alone frustrates me... Oh, I forgot about the waypoint type colors (rainbow), I think you did mention that before... ![]() I'll try the cvars, to tweak the jitter, good tip... QUOTE the debug overlay engine does allow text to be displayed on the screen rather than point in the game, however they are very limited and don't allow colours or even multiple lines. so you'd be left with a menu entirely on one line. Is this feasable, getting all the debug info on one line at the top or bottom of the screen? I think I would be okay with that...? If possible? QUOTE for the back/menu button, originally I had it the way you said however I preferred it the other way (the way it is now) so I guess it's a preference thing and I could add a cvar to reverse it. Heh heh, well I'm not sure if its worth the effort for one person, but I think I would like it better reversed from your preference. Maybe because I'm right handed??? ![]() QUOTE Health givetype is still available in every mod, I can remove it from dod:s if you like. I can order the waypoint types by importance next release if you'd like to do that, let me know which waypoint types you think are most important in order and I can use your ranking. Ok, I'll try to come up with something for the order.... Then others can pick it appart if they want to (give thier ideas).... And if health is not needed in dods (i'm new to dods, so i'm not sure about this), may as well remove it, or put it at the end of the list, if it's not hard to do... I think some of the other waypointers should give some input too, especially on things like changing the debug bot hud to a single line, fixed to the screen, if its doable?? Thanks Cheeseh, max |
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Lo-Fi Version | Time is now: 20th August 2024 - 01:35 AM |