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Cheeseh |
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#1
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![]() Admin ![]() ![]() ![]() ![]() ![]() Group: Admin Posts: 3,066 Joined: 11-September 03 From: uk Member No.: 1 ![]() |
TF2 update!
Main thing is the player speed is fixed in TF2 and probably DOD:S too! Also engineers now turn their sentry in a better angle. Changelog 0.85 all: fixed player speed all: improved aiming all: fixed aiming for head when enemy was crouched all: new debug commands "rcbot_debug_notasks" and "rcbot_debug_dont_shoot" all: fixed random waypoint selection if on new map all: you can now force a bot to go to a waypoint id with bot_goto command all: added more cost for visible waypoints to an enemy in some situations all: fixed printing on console jumbled up tf2: fixed engineers sentry orientation tf2: engineers place entrance when they spawn tf2: medics don't run for cover from flag carriers now , they chase them tf2: engineers try not to place sentries next to each other tf2: fixed spy checking for too long tf2: fixed bots shouting "spy" at spawn tf2: fixed demomen not piping sentries tf2: improved demomen mortar tf2: fixed spy crash tf2: fixed another crash when bots want to change classes tf2: engineers dont attack an enemy if their sentry is attacking the same enemy tf2: bots dont hear spy knives as often tf2: added sentry attacking and hiding from a distance tf2: engineers dont spy check if their building is sapped tf2: bots change class after round tf2: automatic capture point detection if no script (e.g. tc_hydro) tf2: engineers refrain from reusing same sentry point they tried to build last time tf2: engineers have better chance building nearby others and in other locations tf2: spies now sap dispensers tf2: engineers dont investigate sounds unless they have a sentry up and they aren't carrying anything tf2: engineers upgrade buildings if they have enough metal instead of trying to get full metal tf2: demoman pipe/spam task added - untested tf2: bots don't try to use teleporters or disps if they are sapped tf2: fixed bots forgetting the last sentry that killed them tf2: bots don't investigate sounds unless they haven't seen an enemy for a while tf2: ubered bots don't go back to resupply for ammo tf2: snipers and sentries have higher enemy factor dod:s - bots run from friendly fire grenades dod:s - improved escaping from grenades dod:s - bots say "cease fire" if under friendly fire Download Hot Fix DLL http://sourceforge.net/p/rcbot2/code/HEAD/....dll?format=raw tf2: fixed crashes in payload and navigation tf2: fixed several possible crashes tf2: bots don't investigate sounds when they are attacking the point or payload bomb tf2: engineer stops what they are doing to repair sentry if they have enough metal tf2: fixed engineer building teleport entrance at enemy spawn tf2: fixed red engineers moving their buildings in attack defend maps after capture tf2: spies try to avoid line of sight of enemies (1) |
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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 ![]() |
Bots sometimes freeze up looking at breakables until I or another bot breaks it (or they are killed) with rcbot2 .85.
I've been meaning to post this for some time now, first saw it on .8, it doesn't occur on .76. In .76 I think they will shoot over top until ammo is exhausted, then they break it melee if they couldn't hit it... But in .85 this happens instead? I don't think they have emptied thier clip, this first image is in flash spawn room. (rcbot debug images) The first time I noticed it, with rcbot2 version .8 dod_flash0083_3.jpg http://www7.zippyshare.com/v/98264947/file.html These images are all from .85, the conditions are usually the same as first image, but sometimes vary. Every time I break the breakable they will resume moving normally. Seems to be most all classes. The desk in the one image is not breakable, I broke the chair and the bot began moving again. rcbot2_debug_breakables.zip http://www64.zippyshare.com/v/91413716/file.html Will the rcbot_shoot_breakable_cos cvar correct this? I haven't changed it from the default setting. rcbot_shoot_breakable is set to 1. |
Cheeseh |
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#3
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![]() Admin ![]() ![]() ![]() ![]() ![]() Group: Admin Posts: 3,066 Joined: 11-September 03 From: uk Member No.: 1 ![]() |
Bots sometimes freeze up looking at breakables until I or another bot breaks it (or they are killed) with rcbot2 .85. I've been meaning to post this for some time now, first saw it on .8, it doesn't occur on .76. In .76 I think they will shoot over top until ammo is exhausted, then they break it melee if they couldn't hit it... But in .85 this happens instead? I don't think they have emptied thier clip, this first image is in flash spawn room. (rcbot debug images) The first time I noticed it, with rcbot2 version .8 dod_flash0083_3.jpg http://www7.zippyshare.com/v/98264947/file.html These images are all from .85, the conditions are usually the same as first image, but sometimes vary. Every time I break the breakable they will resume moving normally. Seems to be most all classes. The desk in the one image is not breakable, I broke the chair and the bot began moving again. rcbot2_debug_breakables.zip http://www64.zippyshare.com/v/91413716/file.html Will the rcbot_shoot_breakable_cos cvar correct this? I haven't changed it from the default setting. rcbot_shoot_breakable is set to 1. the higher rcbot_shoot_breakable_cos is the less likely bots will shoot a breakable in front of them. Try a value of 0.98 (10 degrees) |
madmax2 |
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#4
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RCBot Guru ![]() ![]() ![]() ![]() ![]() Group: Waypointers Posts: 957 Joined: 2-March 12 From: USA, WA state Member No.: 2,162 ![]() |
the higher rcbot_shoot_breakable_cos is the less likely bots will shoot a breakable in front of them. Try a value of 0.98 (10 degrees) I finally got a bot to do it again at the default setting (.9). As soon as I entered "rcbot_shoot_breakable_cos .98" in the console, the bot ignored the breakable & went on it's merry way ![]() ![]() It was intermittent/random and usually happens inside buildings where there is little or no action. So I added "rcbot_shoot_breakable_cos .98" to my config.ini, and so far have not seen it occur again. Thanks for the tip... |
YuriFR |
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#5
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![]() Advanced Member ![]() ![]() ![]() Group: Members Posts: 51 Joined: 7-January 14 Member No.: 2,318 ![]() |
I finally got a bot to do it again at the default setting (.9). As soon as I entered "rcbot_shoot_breakable_cos .98" in the console, the bot ignored the breakable & went on it's merry way ![]() ![]() It was intermitant/random and usually happens inside buildings where there is little or no action. So I added "rcbot_shoot_breakable_cos .98" to my config.ini, and so far have not seen it occur again. Thanks for the tip... AND... the higher rcbot_shoot_breakable_cos is the less likely bots will shoot a breakable in front of them. Try a value of 0.98 (10 degrees) Four questions: 1) For that matter, I do not know if the value should be "." or ",". Example: "rcbot_shoot_breakable_cos 0.98" or "rcbot_shoot_breakable_cos 0,98"? 2) As for the variable "rcbot_shoot_breakable" (without "_cos"), what is the difference in relation to "rcbot_shoot_breakable_cos"? 3) Another question is: if I setting the value to ",98" (or ".98"), the bots leave completely aside the "break the breakable" function, or just reduce the frequency of this function? There is an optimum value - beyond the 0.98! -, so as to achieve these behavior-function without compromising the unique dynamics of bots? 4) On the proposals made in my post above [previous post: http://rcbot.bots-united.com/forums/index.php?s=&showtopic=1879&view=findpost&p=12807], mr. Cheeseh, which outcome/resolution you got (obtained)? Thanks, guys! ![]() [I using google-translator, sorry for any misunderstanding...] |
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