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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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genmac |
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#2
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RCBot Guru ![]() ![]() ![]() ![]() ![]() Group: Waypointers Posts: 571 Joined: 11-November 11 Member No.: 2,098 ![]() |
Auto wpt is very usable on wider open space maps but manual placement of wpt and paths still is the most optimize way to wpt the bot less cpu usage as well I think since I wpt the bot in a more straight forward manner and no over lapping paths unless I really need some that way bot have less paths to choose from just the ones that truly needed.
![]() And yeah hehe the defend wpts...as suggested if still possible just to make them face where the yaw is directed. Also a Force Capture wpt so bots can capture areas where the flag is somewhere else unreachable by bots just like this map...dod_rouen...the flag was way way up had to make them crouch and circle around to cap it. I connected the elevated capture wpt so bots knows it's there but on dod_hill_classic....the auto gen capture wpt inside the fortress is nowhere to be found so hope you can create a force cap wpt soon. |
madmax2 |
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#3
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RCBot Guru ![]() ![]() ![]() ![]() ![]() Group: Waypointers Posts: 957 Joined: 2-March 12 From: USA, WA state Member No.: 2,162 ![]() |
Auto wpt is very usable on wider open space maps but manual placement of wpt and paths still is the most optimize way to wpt the bot less cpu usage as well I think since I wpt the bot in a more straight forward manner and no over lapping paths unless I really need some that way bot have less paths to choose from just the ones that truly needed. ![]() Hi genmac, I agree with what you are saying, manual placement is most efficient use of CPU, and I don't like double paths either... But, Cheeseh has the autowaypoint function working pretty good in rcbot1, so you might be pleasantly surprized at how well it can work... With rcbot1, if you keep moving & plan where you are going, you won't get double paths very often. And with audio feedback, you can know where to stop moving, back track onto the placed waypoints and it won't drop new ones. Yeah, I was mainly thinking of using this for the main pathways in a map. But, rcbot1 autowpt works well in narrow places too, if you can keep moving. I usually don't use autowpt in tight places, though... On many rcws, i didn't use it at all, but then I started using it for parts of maps, and have found it to be very useful... ![]() rcbot2 autowaypoint sounds more advance than rcbot1, with some auto givetypes. So I'm very curious to see how well it works in rcbot2, I think it will be a good tool to have... ![]() max |
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Lo-Fi Version | Time is now: 15th August 2024 - 03:12 AM |