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dgesd
post Oct 23 2014, 07:15 PM
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Hello. I have collected a few ideas and bugs. They are mostly for TF2 bots

tf2* bots engineers put buildings (if moved) when they remain 30-70% of lives. If he can not do it 2-3 times, then engineer breaks the building which in his hands.
tf2* bots engineers often try to build teleporters
tf2* bots engineers can pass through their buildings (reduces the risk of jams)
tf2* bots engineers are trying to kill a spy after he put a tipster 2-3 times
all* improve melee aim (sometimes bots come too close they turn their backs and beat the void)
tf2* improve aim, for demoman with Stickybomb Launcher (often shoot at the wall)
tf2* engineers sometimes build their sentrys backwards
all* when the bot off track missiles, bombs, etc. he runs to the nearest announcement waypoint and so it can get stuck, why not do so if he chose not purposefully one waypoint, and after failing to reach the it rebuilds its course to another point. If he feels bad after 3-5 attempts to get to any one waypoint he does suicide.
possible for all* improve aim for snipers, because for the entire round (and that if it goes more than 10 minutes), they can kill a maximum of 3-5 people.
tf2* bots engineers after the construction of the sentry 2-3 levels at once trying to build and improve its dispenser.
tf2* bots engineers often improve teleports.
tf2* bots during preparation is not trying to pass through the gate, and if still they try is re path or just start walking on the base.
tf2* if the bots engineers fail to build teleport or dispenser, they are trying to build them next to a waypoint, or start trying to build their rotating at 360 degrees if you did not get to build them more than 3-5 times then they start walking on nearby waypoints and trying to build them there. If, however, it is impossible to build them, they will stop this venture and go about their business.
tf2* If possible, remove the slowdown in the movement of the Heavy
all* if the bots are burning and see the water, then they will try to dive into the water (I don `t know there is or is not)
tf2* bots often bump into invisible spies , they regard it as an object that prevents them to go ( start jumping )
all* add reloading weapons ( not the one that is activated after 1 minute , but the one that is activated at least 5-2.5 seconds )
tf2* sometimes bots engineers begin to walk only in sentry waypoint

If you come up with something else, then add here.
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Cheeseh
post Oct 24 2014, 12:02 AM
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tf2* bots engineers put buildings (if moved) when they remain 30-70% of lives. If he can not do it 2-3 times, then engineer breaks the building which in his hands.

I'm not sure what you mean by this one, do you mean if he can't place a moved building he should give up?

tf2* bots engineers often try to build teleporters
tf2* bots engineers often improve teleports.
tf2* bots engineers after the construction of the sentry 2-3 levels at once trying to build and improve its dispenser.
Do you mean building teleporters should have a higher priority? You can edit the UTIL Excel file for this as fillmore said

tf2* bots engineers can pass through their buildings (reduces the risk of jams)
tf2* sometimes bots engineers begin to walk only in sentry waypoint

I can't do this but I've added more avoidance for sentries in the future

tf2* bots engineers are trying to kill a spy after he put a tipster 2-3 times

you mean a sapper? Instead of engineers imporving buildings they look for the spy?

all* improve melee aim (sometimes bots come too close they turn their backs and beat the void)

yes I've noticed this and not sure what the bug is so I will try to find this one

tf2* improve aim, for demoman with Stickybomb Launcher (often shoot at the wall)

yes, although the aiming algorithm is a little complex and still has some bugs. this will take a while to improve

tf2* engineers sometimes build their sentrys backwards

there is a bug that bots do not turn sentries before they are moved, but when they first build them they are ok.

all* when the bot off track missiles, bombs, etc. he runs to the nearest announcement waypoint and so it can get stuck, why not do so if he chose not purposefully one waypoint, and after failing to reach the it rebuilds its course to another point. If he feels bad after 3-5 attempts to get to any one waypoint he does suicide.
possible for all

* improve aim for snipers, because for the entire round (and that if it goes more than 10 minutes), they can kill a maximum of 3-5 people.

yes the only problem is they are a little slow and then fire too quickly and miss

tf2* bots during training is not trying to pass through the gate, and if still they try is re path or just start walking on the base.

tf2* if the bots engineers fail to build teleport or dispenser, they are trying to build them next to a waypoint, or start trying to build their rotating at 360 degrees if you did not get to build them more than 3-5 times then they start walking on nearby waypoints and trying to build them there. If, however, it is impossible to build them, they will stop this venture and go about their business.

tf2* If possible, remove the slowdown in the movement of the Heavy

Is the heavy really slow? Can you walk quicker than a heavy bot as heavy class?

all* if the bots are burning and see the water, then they will try to dive into the water (I don `t know there is or is not)

actually there is a runtime test for water so we don't need a water waypoint, although It would be quicker

tf2* bots often bump into invisible spies , they regard it as an object that prevents them to go ( start jumping )
all* add reloading weapons ( not the one that is activated after 1 minute , but the one that is activated at least 5-2.5 seconds )

yes this needs to be improved


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