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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 ![]() |
I added screen credits to the dod_flash rcw that comes with .9 (done with .85), I'm just not sure it's correct? I also did a very small edit to it to balance axis & allies a little bit. I just removed 2 paths at allies first flag so allies can't retreat behind their flag, just like the axis side was done. Screen credits will show:
Waypoints by TesterYYY modified by Cheeseh I also included my new modified rcw you may also include, either as an optional rcw or as the default, with the next rcbot2 release. Screen credits will show: Waypoints by TesterYYY modified by MadMax2 I did a number of changes to it. I removed the last defend tag from a flag (center), bots won't camp on it any more and move past it quickly ![]() Wanted to get these posted now before you release again, I won't have much time over the next week or 2 to work on rcw's. I'm still tweaking on flash, so may update it again before your next release, or maybe not? This one works good... dod_flash_rcb85_rcws.zip http://www25.zippyshare.com/v/23120423/file.html I also fixed the expired links for the 2 rcw packs with screen credits (in the .85 topic), just in case you need them again (since .9 corrupts the screen credits)... (still 30 day links from last download) stock_dods_rcws1.rar http://www25.zippyshare.com/v/6117455/file.html madmax2_dods_wpts_pack1.zip http://www25.zippyshare.com/v/52471281/file.html ================================================================== Okay, I ran 9 more 20min bot matches in flash today, 2 on .85, 2 on .9, 3 on .85, then 2 on .9... My focus was on proning, but I also watched the pattern some. Bots seemed to spread out ok to the #2 flag areas this time on .9. I didn't notice a significant difference between .85 & .9 attack pattern, but there may of been a few times when bots didn't go to those areas? I was thinking, maybe the proning was effecting a difference in attack patterns, but I could not confirm that today ![]() I could not see a significant difference with proning between .85 & .9. I did decide flash is not a good map to look for the proning issue. On flash, bots usually get killed to fast to see excessive proning. But I did spot a few bots prone a long ways. As you said, bots only learn proning for the current match, and I saw them prone more in the 2nd half of match as compared to 1st half. Most of it wasn't excessive and occured because the bot was under attack (center flag). Many of the proning bots were killed before they got to cover or a safe area. But occasionally a bot would get clear and keep proning a long ways. If they did not get killed, I saw all of them eventually get to thier feet. Some would keep going until they caught on something like the corner of a door or building or stairs, then they would stand up. I should add, I did see many other bots get to a safe area and stand up on thier own, or even stand up when not at a safe area, and return fire. So it is a minority of bots that prone long distances, and it may be hard to spot on a smaller high action map like flash. I did take a few debug images this time, but I don't think I got a good one, cause something caused the bot to stand at about the same time. When I have some time in the next week, I'll check this on some other maps like donner or snowbridge, and should be able to get a good debug image. I was seeing it more on donner when I was waypointing, which means it was probably a long session because I have no timelimit set by default for waypointing. So at times, my sessions may of been going over a hour, giving more time for the bots to learn to prone. ![]() btw, cover_reload is a cool little addition to the bot. I think i'm using it correctly, for bots to hide in corners and take cover behind sandbags & low walls. I've combined it with defend & sniper wpts too, but usually just cover_reload/team or non-team... ![]() |
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Lo-Fi Version | Time is now: 16th June 2025 - 06:18 PM |