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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 ![]() |
The main change to TF2 is that scripts have now been removed and it automatically detects points
This makes previously unplayable maps (tc_hydro, cp_degrootkeep, cp_gravelpit) available for bots to play normally Please update your TF2 waypoints to the new waypoints in the ZIP for it to work correctly. tf2: bots check if they can see the ground beneath enemies to help aim for rockets and grenades tf2: removed need for scripts in TF2 -- using TF2 point detection tf2: bots can attack skeletons on plr_hightower_event tf2: if capture point is unreachable bots will go to nearest defend points tf2: updated sniper and sentry and exit building based on current attack or defend point on cp maps tf2: bots can now high five tf2: fixed bots attacking sentries from distance tf2: sentry and sniper placement changes tf2: added new medic dode tf2: waypoint autofix 1 command fixes senty waypoints etc with no area on cp maps tf2: fixed snipers getting stuck tf2: snipers hide when enemies see them tf2: spies don't deliberately lose their disguise unless they think enemy is targeting them tf2: ubered bots don't change to shotgun or melee if they have explosive weapon ammo tf2: fixed sentry waypoint selection tf2: more chance of bots going to point when point under attack tf2: less chance of bots trying to build sentries upon each other tf2: medics try not to heal cloaked spies or disguised spies as other team tf2: when points are updated automatically update bots attack or defend points tf2: bots try to take cover from demo pipe grenades tf2: fixed sentry avoidance tf2: added payload avoidance tf2: bots can now taunt when messing around if taunts are disabled tf2: fixed sniper bug tf2: new debug tools (memory scan and memory check) tf2: fixed current waypoint being -1 if bot stuck in corner tf2: fixed demomen detonating stickies at wrong CP when under attack tf2: improved engineer picking up buildings quicker for moving tf2: areaonly waypoint is activated when area is under attack tf2: added new waypoint type "owneronly" - this waypoint can only be used by the owner of the point tf2: fixed improved engineer building code tf2: fixed piping and sentry attacking tf2: improved return to defend code tf2: bots improved aiming for melee attacks tf2: quicker waypoint tf2: if capture point can't be reached bots go to nearest defend point (e.g. cp_steel last cap) tf2: more probability of defending/atacking points under attack tf2: within 10 seconds of round end bots will push tf2: fixed some possible crashes tf2: fixed - bots go to the correct point under attack to defend tf2: removed need for setup time in script tf2: medics jump when the players they heal jump tf2: fixed rocket launcher aiming tf2: fixed sniper aiming if sniper can't see the ground of entity tf2: more probability of bots choosing spy or demoman if killed by a sentry if rcbot_change_classes is enabled tf2: fixed possible pipe waypoint was unreachable tf2: bots don't investigate sounds if they have an enemy or were recently spawned tf2: fixed rocket aiming tf2: faster pipe waypoint searching tf2: bots stop spy checking a team mate if they attack tf2: fixed aiming when piping or spamming grens tf2: medics don't heal if a player's already being healed by a medic tf2: sniper improvements, taking cover after shooting tf2: fixed bug when bots would forget getting the flag if enemy dropped the flag tf2: if enemy drops flag bots stop returning to intel tf2: fixed snipers walking while zoomed tf2: fixed new sentry attacking task behaviour tf2: medics don't hide from enemy if they are ubered tf2: bots see spies if they are cloaked with no cloak meter left tf2: fixed bots hearing cloaked bots moving and walking towards them cloaked tf2: fixed bots looking back at their healing medic tf2: improved bots choice of taking teleports or not tf2: bots become less paranoid after they kill a spy tf2: bots become paranoid when their sentry is sapped tf2: fixed demoman pipe trap at flag standing location bug tf2: improved demoman aiming with grenade launcher tf2: engineers try to walk round their sentries (requires more waypoints) tf2: engineers tend not to attack enemies if near their sentry so they can repair it instead tf2: ubered players dont investigate sounds tf2: fixed possible bug with ghost sentries tf2: bots only build teleporters when their sentries are okay tf2: fixed engineers going to other team resupply after building teleporter entrance after team switch tf2: engineers go to ther sentries if it is attacking tf2: improved defence and attack on attack/defend maps(must be set in script) tf2: fixed a small memory leak tf2: fixed payload bomb crash tf2: fixed navigation crash tf2: bots don't investigate sounds when attacking payload bomb tf2: fixed crashes in PLR and navigation tf2: spies try to avoid line of sight of enemies tf2: improved demoman piping and spamming sentries tf2: medics don't heal if a player's already being healed by a medic tf2: sniper improvements, taking cover after shooting tf2: fixed bug when bots would forget getting the flag if enemy dropped the flag tf2: if enemy drops flag bots stop returning to intel tf2: fixed snipers walking while zoomed tf2: fixed new sentry attacking task behaviour tf2: medics don't hide from enemy if they are ubered tf2: bots see spies if they are cloaked with no cloak meter left all: fixed sv_tags multiple rcbot2 tags all: fixed possible crash while editing waypoints all: fixed random function all: reduced cpu usage with lots of openslater waypoints in a map and lots of bots all: changed waitopen to waitground waypoint all: waypoint menu shows number of paths to waypoint all: added new debug commands all: you can debug a bot by looking at it with the debug bot command all: fixed crash bug when bot died on trigger_hurt all: waypoint distances automatically update during path find all: fixed debug bot crash when bot leaves server all: added waypoint commands all: new commands rcbot waypoint check, rcbot waypoint setareatonearest all: new commands rcbot waypoint teleport, rcbot waypoint autofix all: more reliability checks for ehandle (more stable) all: new command rcbot waypoint shiftareas X Y - shifts all visible waypoints with area X to Y all: bot remembers last failed path and avoids it next time all: fixed random function to be less biased all: fixed unable to select waypoint while editing if on the wrong team dod:s bots periodically check waypoints where other team may hide Download Link |
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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 ![]() |
Hi YuriFR,
My opinion & thoughts ![]() Good ideas, but lets wait & see if a crouch or a crouch-jump will solve the problem. I see some possible problems with #3 & #4. And I don't want to see them proning any more than they do now unless it is really needed (random proning for avoidance of enemy fire or grenades is good). I guess it would be ok if they can tell the difference between a piece of furniture blocking thier path and the edge of a doorway (worldspawn). But I don't think prone will be needed for Non-breakable obstructions? I'd prefer they just go another way if it is available to them... #3 Many areas this happens at are to confined to use grenades safely. The browning (support) can move a piece of furniture easily. but a rifle barely nudges it. So, how would that work? The spade and knife don't work either, not for a heavy desk. I think it would be hard for the bots to know which way to move it, which direction to shoot it from, so grenade may be the only way? #4 QUOTE Rc-bot will ignore the obstructing path (and their immediate path-connections, from that blocked point, onwards) during the entire rest of that game-match. There are many places in most maps that are waypointed as dead ends, hiding & cover places, sniper perches, just one way to go (donner balcony). These areas would become unavailable to bots, or bots maybe trapped? A player may come along & remove the blocking obstacle, but this would leave the bots unable to use the path for the duration? I don't think that would be good? |
YuriFR |
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#3
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![]() Advanced Member ![]() ![]() ![]() Group: Members Posts: 51 Joined: 7-January 14 Member No.: 2,318 ![]() |
Hi mr. madmax2 !!
You made important observations! I'll try to clarify on certain points. The intention here, as usual, is not to overload mr. Cheeseh with many demands, but only try to help raise possible solution-lines. Good ideas, but lets wait & see if a crouch or a crouch-jump will solve the problem. (...) I don't think prone will be needed for Non-breakable obstructions? I'd prefer they just go another way if it is available to them... I agree in part with this argument of mr. madmax2: in fact, all the other suggested steps may involve wasted work if the "crouch and crouch-jump" definitely solve the problem. I also prefer that the Rc-bots take another direction, if this is possible and easy to them do. But there are at least 2 reasons to argue that the Rc-bot will not always be able to dodge the obstacle with "crouching/jumping" strategies, or simply taking a different direction. The reasons are: (1) the unpredictable dynamics of game-matches, and (2) the existence (on Dod:S) of many "objects non-breakables" (I assume that the term refers to objects that are not the furnitures, eg: fuel drum, bicycle, radio... others). These "non-breakables" can trap the bot on any door/gateway, so that it only with gunfires, grenades, or attempt to pass lying down (dragging on prone), may produce some success (ie: bot continue the usual way). OBSERVATION: I tried to illustrate the following with the images posted on mediafire (the previous link: http://www.mediafire.com/download/fzauca1u8ymt2o1/Rcbot2+-+Obstacle+problems.zip), but it did not work because I didn't get a picture that showed the following condition: one bot get stuck on top of a fuel drum (with his head against the ceiling) unable to get back on their route, and simultaneously: (most importantly!) remain colliding head on the ceiling (or door edge) even still in the "crouched" position! I see some possible problems with #3 (...) Many areas this happens at are to confined to use grenades safely. (...) I think it would be hard for the bots to know which way to move it, which direction to shoot it from, so grenade may be the only way? The 3rd step, referred to "Using grenades and gunshots" actually require some degree of skill on the part of Rc-bot. Completely agree with mr. madmax2: Rc-bots should be able to throw a grenade without injuring his colleagues, or injure themselves, and should also be able to successfully aim a target that is not an enemy. Above all, the Rc-bot should be able to do some judgment about the blocked area, things as: direction to move (and the direction to shooting), the distance from the grenade had been thrown etc. All this is difficult to produce (programming it is complex ...)! In short: I think this step 3 can be considered as "the last option" to do ! The browning (support) can move a piece of furniture easily. This seems like a very good idea! I have not thought about this possibility. But it is up to mr. Cheeseh evaluate it: because I never noticed, with proper attention, the effects of the (gun)shots of the "support" class (bots controlled!) on the furniture ... ! (...) These areas would become unavailable to bots, or bots maybe trapped? A player may come along & remove the blocking obstacle, but this would leave the bots unable to use the path for the duration? I don't think that would be good? As to this question, in particular, mr. Cheeseh commented. I answer you, mr. madmax2, adding to the response of Cheeseh, my point of view (which is enclosed in brackets): "With regard to bots ignoring paths, they won't ignore them forever [exactly!]. They will only ignore them once [ie: once in the each game-match], until they can find another path and, then, they will reset and try the old path again [the "reset" will occur when the next game-match starts]. As I thought something like that might happen." That's it! I hope I have explained the things better now! Until next time! ![]() [I using google-translator, sorry for any misunderstanding...] |
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