![]() |
![]() |
Cheeseh |
![]()
Post
#1
|
![]() Admin ![]() ![]() ![]() ![]() ![]() Group: Admin Posts: 3,066 Joined: 11-September 03 From: uk Member No.: 1 ![]() |
- HASN'T BEEN WORKING SINCE SCOUT UPDATE! - Test RCBot 2 Alpha with TF2 http://filebase.bots-united.com/index.php?...view&id=449 Use to: - Create Waypoints - Think of new additions to the bot - Find bugs Etc... there is no support given for it right now, all the details (very little) to use are on the download page. i.e. If you don't know how to use it, don't try just now!! QUOTE RCBOT 2 Alpha 0.3 for TF2 ------------------------- Put "rcbot2" folder in "Steam\steamapps\<your email>\" folder Put "HPB_Bot2.dll" into "Steam\steamapps\paul.murphy@ntlworld.com\team fortress 2\bin" folder Run Team Fortress 2 with "-console" enabled (Or goto Options, Keyboard, Advance, Enable Developer Console) Type plugin_load "..\bin\HPB_Bot2" Create a server with a CTF map (ctf_2fort / ctf_well / ctf_turbine) When map started, Open console and type "rcbot addbot" or "rcbot addbot <class number>" Class numbers: 1 = scout 2 = sniper 3 = soldier 4 = demoman 5 = medic ( Bugs ) 6 = hwguy 7 = pyro ( Bugs ) 8 = Spy 9 = Engineer (There are many bugs) the SVN is always up to date Also note: This version should work with Orange Box HL2DM and also fixes some bugs |
![]() ![]() |
KeReMiD4O |
![]()
Post
#2
|
Member ![]() ![]() Group: Members Posts: 28 Joined: 12-July 07 Member No.: 1,175 ![]() |
Wow this is great (:
You fixed the medic bug ^^ BTW i'm waypointing maps and why when i use the command on a single waypoint (rcbot pathwaypoint deleteto/deletefrom) it brakes the paths all over the map. I don't know what does this command do (i thought it was supposed to remove all the paths from/to this specific waypoint). Ok here are some things i was thinking while i was observing the bots: I made waypoints for several ctf maps and some dm maps, and i have an idea for cp. Use a flag or a normal waypoint. The bot should wait on that point while the capture is enemy, when it changes to friendly - move on. I think a problem would be for the maps with stages :-\ For the payload, the cart may be a moving waypoint ![]() Here are the suggestions: Maybe it would help if the demo has some sort of a trap waypoint. The medic may have a priority, which target to heal if on offence (from spy to heavy). If the team flag is taken the bots closer to the team flag should change the priority to taking it (others away from it on the enemy flag). If a friendly is carrying the flag, and a scout passes by, the bot with the flag should drop it to the scout (hes faster) [not sure on this one...]. I hate the bots taking the medkits on other bots, i mean i'm on fire and i go for the medkit, the bot has 100+ health, i'm near death and the bots takes it... Priority? the bot checks if there is a friendly in sight, and if it's in need of health (the friendly), the bot doesn't take the medkit - lets the friendly take it. [this one dunno random i guess...] ?Behaviour, aggressive, passive, normal? The sniper should move more than standing around. Maybe the sniper waypoint should have a radius so the sniper bot can move within this radius. Door waypoint (didn't see if there are any flags i think there weren't any), if the bot comes near this flag it should proceed with caution. The spy should first cloack then disguise (: This is it for now on ctf. And is there some sort of a command, to change the waypoint path radius? I mean i put several waypoints in one spot, and if there is something in the way but the waypoints have visibility to each other they connect. How can i change this? I don't want to remove every path every time i put a new waypoint ![]() Some bot screenshots (the spy with the knife). http://i40.tinypic.com/2ag29gk.jpg The bots waiting for the flag http://i41.tinypic.com/ma7xjk.jpg The spy jumped on the other their heads ![]() http://i44.tinypic.com/213n3fq.jpg Well the testing continues... |
Cheeseh |
![]()
Post
#3
|
![]() Admin ![]() ![]() ![]() ![]() ![]() Group: Admin Posts: 3,066 Joined: 11-September 03 From: uk Member No.: 1 ![]() |
BTW i'm waypointing maps and why when i use the command on a single waypoint (rcbot pathwaypoint deleteto/deletefrom) it brakes the paths all over the map. I don't know what does this command do (i thought it was supposed to remove all the paths from/to this specific waypoint).
I haven't tried the command (thats why the bot is alpha!) It should do as you said but it could easily be bugged... (fixed now) I'm making changes to waypoints to adapt to CP/PL/TC maps , I'm adding an area to each waypoint. (Useful for goldrush/dustbowl when parts of map are blocked off, and for CP points, I give them an area so they know which area they have to attack/defend PL maps, the bots will just look for the cart entity and use it (dont need to use an extra waypoint) (moving waypoints are difficult to implement) The demo will eventually trap by experience (all the stuff required is already in the code, but just haven't implemented/tested it yet) The medic may have a priority, which target to heal if on offence (from spy to heavy). (I'm changing medic priorities so they don't keep healing spies/scouts/snipers/engis and other medics) If the team flag is taken the bots closer to the team flag should change the priority to taking it (others away from it on the enemy flag). (can you give an example?) I hate the bots taking the medkits on other bots, i mean i'm on fire and i go for the medkit, the bot has 100+ health, i'm near death and the bots takes it... Priority? the bot checks if there is a friendly in sight, and if it's in need of health (the friendly), the bot doesn't take the medkit - lets the friendly take it. [this one dunno random i guess...] i know what u mean but its difficult to do ![]() Door waypoint (didn't see if there are any flags i think there weren't any), if the bot comes near this flag it should proceed with caution. noted. The spy should first cloak then disguise (: good idea ![]() And is there some sort of a command, to change the waypoint path radius? I mean i put several waypoints in one spot, and if there is something in the way but the waypoints have visibility to each other they connect. How can i change this? I don't want to remove every path every time i put a new waypoint ![]() ------- BTW the SVN is always up to date. If you want the latest build though you'll have to compile it. |
![]() ![]() |
![]() |
Lo-Fi Version | Time is now: 18th July 2025 - 11:53 PM |