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 24 2013, 04:27 AM
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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 genmac,
What do you think about changing the debug bot hud to single line, fixed to the screen? If it's doable? Does it bother you having it move around the screen like it is now??? |
Cheeseh |
May 24 2013, 05:03 AM
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#3
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Admin Group: Admin Posts: 3,066 Joined: 11-September 03 From: uk Member No.: 1 |
Hey genmac, What do you think about changing the debug bot hud to single line, fixed to the screen? If it's doable? Does it bother you having it move around the screen like it is now??? hmm thanks for your suggestions anyway! Just a bit of code about this. This is the api which can be used for the screen CODE virtual void AddScreenTextOverlay(float flXPos, float flYPos,float flDuration, int r, int g, int b, int a, const char *text) = 0; the positions are 0.0 to 1.0 (0% - 100% of the screen size) the rest are self explanatory. but take a look at the one I use CODE virtual void AddTextOverlayRGB(const Vector& origin, int line_offset, float duration, int r, int g, int b, int a, const char *format, ...) = 0; I can specify which line, and the colour of each line, which is useful for waypoint types, I can also format the text, whereas the previous one I have to format it myself |
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