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> RCBot 2 0.96
Cheeseh
post Feb 6 2015, 02:43 PM
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TF2 ph34r.gif Spy Vs Engi cool.gif update!


includes new MVM waypoints by genmac smile.gif

0.96
====
all: rcbot_supermode 1 allows bots to increase skill to aimbot like skill for a challenge (works mainly for tf2)
all: rcbot_addbottime changes the time bots are automatically added after each other
all: an addbot queue that allows multiple addbot commands without crashing or any bad effect
tf2: spies run away once they reach a lower amount of health (customised by cvar rcbot_spy_runaway_health)
tf2: spies now only cloak if they see an enemy and uncloak if they think no-one is looking at them
tf2: spies put more priority into attacking enemies who can't see them
tf2: improved spy sapping and engi sap removal, upgrading and building
tf2: crash fix
tf2: more spy fixes
tf2: engineer teleport exit building improved
tf2: spies don't attack any players if there is an unsapped sentry in range
tf2: demomen stop piping when they get hurt
tf2: spies don't attack if they see an unsapped sentry around them

http://sourceforge.net/projects/rcbot2/fil...96.zip/download
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genmac
post Feb 10 2015, 12:33 AM
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well here goes some more problems...
I installed this bot items/weapons randomizer sm plugin and it's awesome, all those items, weapons, cosmetics are being used from the looks of it so far but for rcbots seems some guns or items bugged them out, seems they don't fire some of the new weapons and the medic doesn't have that healing effect rays ( well yes mentioned it already). TF bots seems fully compatible to all the items and weapons.
HEre's the plugin...
https://forums.alliedmods.net/showthread.ph...light=tf2+cvars

AS what instructed all files are all here if you wanna test it out...
https://www.mediafire.com/?8c5ie14p8a14kb2

Seems weapons with a different "weapon class" aren't code in yet reason why some of them aren't fired by the bots...
https://wiki.alliedmods.net/Team_Fortress_2...inition_Indexes
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