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 |
Aug 8 2013, 04:30 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 Guys,
Maybe before modifying entities, or the map, you might want to try this first??? Septien, I haven't had a chance to look at your new rcw yet, so I don't know what changes you made, and it was working quite well before, so this is just a demonstration of an idea I had the other day. It's still a waypoint "fix", you can add it to your waypoint if you want to, or not. It's basicly a forced "fix" that may enhance what you have already done? The idea that I wanted to check out was, that the problem might have something to do with other goals interfering with the fortress goal. I thought it might be the wall bomb plant, but it wasn't. So I started reducing the bots options. The more I reduced them, the better they got at capping the fortress. Bots, when they can't cap the first time, tend to look for other goals it seems, so they run out to "dead ends" lets say, then return to the fortress later... Well I hacked up the test rcw from the other day some more, and you can see the result either by adding just 2 allied rifflemen, or you can try 3 allies & 2 axis, or a full game... If the bots options are limited, then they hold much better in the cap zone. Although you can sometimes still see them leave the cap area, but they can't go far, so they return quickly. But they do cap the fort much faster now, with just one capture waypoint there. Basicly, I ended up just forcing allied bots to stay inside the fortress once there, they won't retreat. Its now a oneway path for the allies into the fort, and 2 way for the axis, its in the tunnel under the tower... Now the allies can't see any other goals once they get in there, just the fort capture area. This obviously won't be an option in all situations, but does help here... If you make it a 2 way path again, you can see what they do when allies are limited to the area just outside the wall, and the bunkers. They were still going out to the bomb plant area, even though I had allready removed it, so I removed the opens later path there too, and paths over the wall for allies. also removed the opens later path thru the destroyable wall. I think it's better than the last test rcw, but not as good as the forced tower/tunnel. They still get into some of that tag team running around the fort thing... So it's a hacked up waypoint for test/demonstration only. I removed things on the outside of the fortress that probably didn't need removal. If you try anything out of this mess of a post , try adding the forced oneway allied path into the tower/tunnel, I think it will help a lot (btw, you will have to make it oneway for allies at the destroyable wall too). You don't need to remove the other things you have already done, that helps them cap the fort. max |
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