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 |
Septien |
Aug 7 2013, 02:35 PM
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#2
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Advanced Member Group: Members Posts: 70 Joined: 2-May 13 Member No.: 2,272 |
Hi Max and Genmac,
Sorry I couldn't post before, I had some domestic issues, anyway, I looked at your modified wpts for dod_classic_hill and I was very happy to see that bots capture flags perfectly inside the bunkers without needing a connection to the flag. Inside the fortress however, bots will try to capture the capture point without it being connected to the flag BUT they will NOT wait to cap it. I tried everything even erasing all waypoints inside the capture zone and leaving just 1 (the closest) to the flag with and without connecting it to the flag and removing any tags other than a capture one but still had the same result: bots don't wait for a second man to capture the flag. It's way better than previous rcbot versions since bots DO recognize the capture point, they even wave their hands like telling the rest to help capture it but again, they won't wait! Now, I improved severely the waypoints in that capture zone and still left mgs and sniper wpts because that way mgs and snipers will try more often getting to that particular caputre zone rather than just staying forever sniping and camping. I also added multiple caputre waypoints, and some times, specially if they manage to break the breakable wall, they will go to a different capture wpt. It would seem like if they were working in teams etc. Perhaps Cheeseh could still perfect/improve the flag/capture issue specially when there is a greater gap between both. Anyway, I have just updated the waypoints in the Dod_hill_classic thread and in the Rcbot downloads page, let me know what you think, I'm still waiting for CharlestonN to tweak it for us. Genmac, see if you can have CharlestonN pull in that flag for us in WN71 Septien |
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