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> Feedback and suggestions, 2 ideas
Salvax
post Feb 15 2007, 10:53 AM
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the bots r so great!!! I love them so much !!! I do have a lot of fun with the bots !!!

now My dear BOTs can have different Skins ,use SMG and Grenades to kill ~~~ cool!! and if i play with bots in DM ,it is very stable and no crash !!! the game becomes so hot !!!

TDM sometimes crashes,(tested in my own server and my friends server)

2 simple idears:

1] Could u add [Shift] action (rushing action) to bots for chasing his enemy ?

2] if the bots can use secondary weapon like SMG's Frag, that would be so cool !

3] if a bot stuck by some objects for a while, the bot should use gravity gun to push it away.

Thank u again !

PS:
[1.]if i set my bot default weapon as frag grenade, they have infinite grenades ?

[2.]why sometimes in DM , bot donot shoot me until i shoot them ?(sometimes even i shoot them, they look @ me and run away)

[3.]why sometimes bots loop back in a circle within 5 meters around?


[4.]could u explain how these two strings work ?
CODE
visionticks = 10
pathticks = 200


[5.]SMG Gunner bots shoot SMG like pistol(like Semi-Auto),could u let the bots hold the trigger ? smile.gif

This post has been edited by Salvax: Feb 16 2007, 12:10 AM
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Cheeseh
post Feb 16 2007, 01:21 AM
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1. yes I could do this, but chasing enemies aren't implemented yet at all, and I would rather implemented this as an AI method using a belief system (see *)

2. I guess I could do that as HL2 API allows me to see what weapon a bot is holding, although I would need to create a lot of code for such a simple thing to make the code neat and tidy and reusable as the bot preview is built from the framework (see *).

3. yes although, again the HL2 API is limited and finding the object a bot is stuck on is not a trivial task, it also may require some AI technique in there (see *)

ps1. That is because VALVe has no Weapon API and basically spawns a desired weapon onto the bot, that was not my code, the VALVe Source engine code spawns a weapon automatically if a bot does not have it's desired weapon, which is rather annoying and I can't help that until VALVe sorts out some useful Weapon API for 3rd party plugins.

ps2. increase visionticks to 32 (max = 32 atm)

ps3. The bot has reached its goal and has not found a new goal yet or is stuck finding a route for a new goal, this is common for a framework code since there are not many tasks a bot can have except roam around waypoints. Try increasing pathticks to help this.

ps4. pathticks see ps3, visionticks see ps2, increasing both of these howeever add extra stress to the CPU

ps5. this also could be done in the code but again requires some weapon handling code which isn't done yet, but intend to soon for the framework.


* The current preview is simply a build of the framework, the framework is limited to basic bot behaviour only. After I am happy with a bug-free fully adapted framework I will start a NEW bot built on this framework and have this as a seperate bot download altogether, but do not expect something like this for many months, if at all until VALVe gets their plugin API support sorted out.
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