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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 ![]() |
QUOTE Cheeseh: 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, here is the waypoint menu flags order I came up with for dods: Waypoint Flags First page 1. noaxis 2. noallies 3. defend 4. sniper 5. machinegun 6. crouch 7. prone 8. jump [edit] I allready thought of a change.. I reversed #1 & #2, I think those should be the same order as they appear in the game & rcbot... allies then axis... so I swapped them.... ![]() Second page 1. unreachable 2. ladder 3. fall 4. capture 5. bombs 6. bomb to open 7. breakable 8. openslater Third page - These appear to be for tf2 or hldm2 and may not be needed??? But leave any you think could be useful for dods now, or in the future.... area only - tf2 only? for areas that become available later, via script? waitopen - tf2 only ... req script? lift - tf2 & hldm2? I suppose there could besome dods map that has a functioning lift??? Of coarse 9 & 0 are reserved for back & next.... Here was my thinking on the first & second pages.. Initially it was order of high use & group like items together. On the first page in particular, I tried to add speed so you can move left to right and quickly add multiple flags. I had jump at 1 or 3 at one point, but think it is less likely to be combined with other flags. So, if you like to give multiple flags for prone/sniper/mg, its either 1,4,5,7 or 2,4,5,7. I put defend at 3 next to noallies/noaxis just because I think defend is used more... Crouch & prone could be either way I suppose, maybe some of you would prefer prone right under mg? I even had it that way at one point, with sniper right above it, swapped with mg. But for some reason my brain seems to be wired to think sniper then mg in that order and crouch then prone. Might be because of my key binds, heh heh? We could move prone up a slot if anyone thinks that would be better. I suppose one could over think this, it's harder than I thought it would be, and there are different ways it could be done... With the second page, I just tried to group simular items and put high use at the top. I wanted openslater close to breakable and bomb to open. I figure unreachable is fairly high use, but are usually added later in the waypoint process and don't need a team flag, so it ended up on this page. So nows the time for input if any other waypointers have different ideas? I think this is a good order, but maybe something could be better, and am open to changes... ![]() Hope I didn't forget anything... ![]() max |
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Lo-Fi Version | Time is now: 21st August 2024 - 04:27 PM |