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der.zoomer |
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#1
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Member ![]() ![]() Group: Members Posts: 35 Joined: 7-November 09 Member No.: 1,738 ![]() |
Hej there, I've been around here for a time as guest, and I really like RC Bot2 for TF2.
It works like a charm (most of the time tho...) And to improve this bot, I have some suggestions here: Arena Mode: - Bot check time until capture point is available else they would all rush to the capture point and stand there - on my dedicated server (same binaries) they dont seem to capture points, even theyre doing it on a listen server with SAME waypoints and scripts Snipers: - make them sound sensitive to visible players again, they just stand on their sniper pathnodes and dont move/shoot even if there are enemy guys all over the place Soldier: - he shouldn't use his shot gun so often Heavy: - fix this god damn heavy aiming, the heavy has like 0 recoil and can hit a target with 100% accuracy (every bullet hits, even if the minigun has a large spread fire cone) - heavy should check for distance to the nearest enemy (needs testing, because there are classes that you should take out in favour of others) Spy: - spies should try to melee attack enemies from behind with knife when possible - when spies try to cap (CP, CTF, PL) they should remove their disguise Medic: - make medics heal more, than attacking, make them sensitive to "call for a medic" event and let them stick with this guys as soon as he is healed or even buffed - let medics use their ubercharge when their current healing target is being attacked: event player_hurt waypointing: - let bots check for visibility between path nodes on calculating paths to the target ie. when a door is closed, this path is blocked and they'll choose another path or another target could be a problem with doors where you can see thru though... but that will eventually render setarea and givetype areaonly useless. (needs testing, because of defense points/sentry points/teleporter exit points) this is implemented by using the "givetype openslater" waypoint type, but bots can see through EVERY door! (even though they are closed) so it doesn't work, an engine bug maybe - a waypoint type for an alternate route would be nice, so the bots dont attack only by one path, maybe with priorities, so 1 is main path, 2 a good alternative and 3 an alternative, but less good than 2 or even 1 but possible.... I've implemented "route" waypoint types for next version, they are simple additions, so we'll see how they do after a lot of testing Misc: - gravity seem not to affect bots, they jump and fall like 4x faster than usual players this is an engine bug - when bots see a dispenser (and need supplies) they should use it this is implemented but happens rarely nice to have: - bot and equipment support (use hats, other inventory you usually earn with achievements/find items) - bot should learn how real players move around in that map |
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YuriFR |
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#2
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![]() Advanced Member ![]() ![]() ![]() Group: Members Posts: 51 Joined: 7-January 14 Member No.: 2,318 ![]() |
Hello Cheeseh and the whole community!
I periodically consult the forum for news. I noticed that Rcbot2 is already sufficiently STABLE and FINISHED, it is SOLID AND MATURE in its version 1.00 (so maybe there was no need for changes since this version was released). However, there were many updates for TF2 and few specific for Dod:S, which is my favorite game (the last addition of specific features for Dod:S was in version 0.91: 5 versions ago!). Since Rcbot2 is already well finished and there have been relatively less improvements for Dod:S (no news for 5 versions!), I suggest adding features (even seen it once: https://youtu.be/XUULZ1FOsFQ), so that the game with bots is more cool than it already is. The suggested resources will be these, briefly: 1) Bots are able to alternate "grenade escape behavior", in addition to running to escape: they will jump on the ground away from the explosion, crouch away from the explosion, seek some cover closer. 2) When carrying out an assault, bots do not only do it standing, but alternate behaviors: they shoot squatting (or in agglomeration/open space: they shoot lying down) 3) Bots seek to hide, throw grenades and act with more caution (stop running, crouch or lie down), when they encounter a multitude of enemies. 4) Via command/variable, the user is able to establish the amount of time that the bot mg-gun and sniper will be stopped at ambush points (specific waypoints), in such a way that such bots do not leave the point until the set time is over - it seems that this feature is already present, but the bots do not respect the time I set and abandon the firing position (mg and sniper). This video illustrates the suggestions listed above: https://www.youtube.com/watch?v=XUULZ1FOsFQ&feature=youtu.be Cheeseh can try to implement all, or one at a time progressively. So I think we will have a super bot mechanism for Dod:S, better than HE IS ALREADY (Rcbot2 is already very well made software!). I hope that most like the suggestions. Thank you! [sory for bad english] |
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Lo-Fi Version | Time is now: 17th August 2025 - 09:47 PM |