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 |
Jun 15 2013, 06:58 PM
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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 cheeseh,
A few rcbot2 feature questions/requests... 1. Do you plan to add an autowaypoint option? I really like the way it works in rcbot1. It would speed up the task of doing the main routes in dods, leaving more time to setup attack/defend points, and refine the waypoint. 2. Could you add audio feedback for add/delete waypoints and create/remove paths, like in rcbot1? Not sure if others would like it, but I find it really helps.... 3. Do you think a "stay close to" givetype/tag would be useful? I havn't needed it yet, but there have been places I could of used it, but I used crouch instead. I haven't done any ladders yet, so i'm not sure about this, but it might help with the issue genmac was talking about with ladders? With rcbot1, it really helps with tight right angle approaches to ladders (free standing ladders too, so they don't get behind them so much), using 3 wpts at the bottom of the ladder, something like this at the bottom: CODE NWP--SCT (extreme example, usually more than 90 degrees) | NWP | LWP It's useful for other things on rcbot1, too... (difficult jumps, pulling bots closer to wpts, tight & problem doors, etc) 4. Oh, and thanks for your work on the waypoint menu ... Is there any way you can keep next/back or back/next on 9 & 0, reserve those slots for them? They change depending on the number of items in the menu... Or [edit] Just had an idea about this, it might work good to move next/back to 1 & 2, then shift everything 2 slots. Then they would be right above the movement keys. Just for the menus that have multiple pages of course... Would that make it easier to keep them in the same slots from page to page? What do you think? Later, max |
Cheeseh |
Aug 1 2013, 01:32 PM
Post
#3
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Admin Group: Admin Posts: 3,066 Joined: 11-September 03 From: uk Member No.: 1 |
Hey cheeseh, A few rcbot2 feature questions/requests... 1. Do you plan to add an autowaypoint option? I really like the way it works in rcbot1. It would speed up the task of doing the main routes in dods, leaving more time to setup attack/defend points, and refine the waypoint. 2. Could you add audio feedback for add/delete waypoints and create/remove paths, like in rcbot1? Not sure if others would like it, but I find it really helps.... 3. Do you think a "stay close to" givetype/tag would be useful? I havn't needed it yet, but there have been places I could of used it, but I used crouch instead. I haven't done any ladders yet, so i'm not sure about this, but it might help with the issue genmac was talking about with ladders? With rcbot1, it really helps with tight right angle approaches to ladders (free standing ladders too, so they don't get behind them so much), using 3 wpts at the bottom of the ladder, something like this at the bottom: CODE NWP--SCT (extreme example, usually more than 90 degrees) | NWP | LWP It's useful for other things on rcbot1, too... (difficult jumps, pulling bots closer to wpts, tight & problem doors, etc) 4. Oh, and thanks for your work on the waypoint menu ... Is there any way you can keep next/back or back/next on 9 & 0, reserve those slots for them? They change depending on the number of items in the menu... Or [edit] Just had an idea about this, it might work good to move next/back to 1 & 2, then shift everything 2 slots. Then they would be right above the movement keys. Just for the menus that have multiple pages of course... Would that make it easier to keep them in the same slots from page to page? What do you think? Later, max hey madmax sry for the late reply, finally did some work today with rcbot2 autowaypointing I took the old autowaypoint code and fit it into rcbot2 with extra stuff, it works great The bot will automatically add sniper points when you kill someone using a sniper rifle from afar. It will automatically add sentry points / tele points in tf2 when you place a sentry/teleporter and flag/capture points when picking up the flag or capturing. I'm not so sure stay close to waypoints would be too useful, I could just add code to make bots wait for a sec before they go to a ladder waypoint, shouldn't be difficult to do I was playing a map with no waypoints, never had to use any waypoint commands, just autowaypoint and play the map myself for a bit, then the bots were off capturing flags and building sentries etc in tf2 waypoint sounds I also added waypoint sounds, just like rcbot1 waypoint menu as for the waypoint menu, i've still to add that option. sprinting I've also fixed bots sprinting in dod:s |
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