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Tom Hackers |
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#1
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![]() Member ![]() ![]() Group: Members Posts: 26 Joined: 8-August 09 Member No.: 1,649 ![]() |
~EDIT~ by cheeseh ---- file uploaded attached below
~EDIT~ by Tom ---- sorry, guys, i don't support this anymore, source code can be found in attachment. First of all, i would like to thank Cheeseh for RCBot. But i thought it would be great to make bots change classes after a while, as well as removing them when humans connect, and adding them when they disconnect, i saw "rcbot config minbots" and "rcbot config maxbots" cvars somewhere on forum. But i decided to create a sourcemod plugin for maintaining bots. And i guess i can post it here on forum. Source code of my sourcemod plugin is provided. CODE Plugin game: Team Fortress 2 Plugin require: RCBot! Plugin author: Tom Hackers Plugin category: Server Management Plugin version: 1.0.6 (updated 10 august 2009) Plugin description: bot_count_blue - Keep that count of bots in blue team. Default: 9. bot_count_red - Keep that count of bots in red team. Default: 9. bot_changeclass2 - Allow bots to change classes after X deathes. Default: 1. bot_changeclass_dc - Death amount. Default: 4. bot_count_humans - Count humans as bots. So humans replace bots. Default: 1. bot_class_limit - Do not allow bots class spam. Automatic. Default: 1. bot_class_adv - More advanced class limit. Keeps atleast 1 character for each class. Default: 1. bot_fall_speed - Bot's fall speed multiplier. Default: 0.05. bot_gravity - Bot's gravity multiplier. Default: 0.7. bot_ping - Change bot's ping. Default: 1. bot_ping_min - Bot's minimal ping. Default: 15. bot_ping_max - Bot's maximum ping. Default: 120. bot_respawn_time - Respawn time of bot's in second, keep in mind that this will be +1 second longer due to class changing. Default: 1. Value less then 1 - Disabled. bot_respawn_humans - This will respawn humans just like bots. Default: 1. If zero, only bots will be spawned if time >= 1. bot_names_file - Bot names file. Default: botnames.txt, warning! File should exist in "sourcemod/configs" directory! bot_console_cheats - Allow server console to use cheat commands and adding bots without sv_cheats 1. Default: 1. Switch this to 0, if you use admin cheats plugin. I will keep this updated... Also you should find "tf2.bots.cfg" in "cfg/sourcemod" folder. Have a nice time. Do not forget to create botnames.txt file in "sourcemod/configs" folder, with names of bots. Notes: This is sourcemod's plugin, extract sourcemod folder into addons folder, overwrite: yes. Enjoy. Changelist 1.0.3 to 1.0.4: - Fixed SourceTV bug, now you can use SourceTV on server and it won't crash (tv_enable 1). - Fixed possible join/disconnect spam issues. - Now sv_cheats cvar affect bot_console_cheats cvar, if sv_cheats is 1, everyone can use cheats, i.e. my plugin won't block cheat commands from clients. - Changed version to 1.0.4. Changelist 1.0.4 to 1.0.5: - Now you can use spaces in bot's names. - Default names file plugin looking for is botnames.txt! But you can create your own one and change the file name plugin is looking for! - Changed version to 1.0.5. Changelist 1.0.5 to 1.0.6: - 2 new cvars! bot_respawn_time - Respawn time of bot's in second, keep in mind that this will be +1 second longer due to class changing. Default: 1. Value less then 1 - Disabled. bot_respawn_humans - This will respawn humans just like bots. Default: 1. If zero, only bots will be spawned if time >= 1. - Fixed possible issue when server is full and bots do not respond to their count cvars. - From now plugin works both on dedicated and listen servers. - Plugin do not work without RCBot dll! - Few misc. changes in code. - Changed version to 1.0.6 and made "bot_manager_version" cvar, so from now you should be able find servers that use my plugin, for example, thro game-monitor. You can get latest version ~snip it is attached~. Also i uploaded example of botnames.txt file (255 names). Also i guess people can post bug reports here (plugin's bugs). I'm not super plugin coder... I do my best. ^^ Screenshot: ![]() P.s. Good evening. And if something wrong, guess admin/mods can remove topic... Attached File(s) ![]() ![]() |
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DrPuffinKind |
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#2
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RCBot Fan ![]() ![]() ![]() ![]() Group: Members Posts: 127 Joined: 3-August 09 Member No.: 1,638 ![]() |
First: Awesome plugin... it works for me flawlessly
![]() Second: My only request... Rcbot2 allows for the adjustment of bot difficulty and skill lvl through its use of profiles. It would be nice to have some control of this through this plugin... Even if it were just a few preset skill lvls to choose from... ala CS:S bots... Either way... Great work!! |
Fillmore |
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#3
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![]() RCBot Guru ![]() ![]() ![]() ![]() ![]() Group: Waypointers Posts: 447 Joined: 1-April 09 Member No.: 1,511 ![]() |
First: Awesome plugin... it works for me flawlessly ![]() Second: My only request... Rcbot2 allows for the adjustment of bot difficulty and skill lvl through its use of profiles. It would be nice to have some control of this through this plugin... Even if it were just a few preset skill lvls to choose from... ala CS:S bots... Either way... Great work!! what? modify profiles for bot difficulty and skill? why haven't I heard of this? |
DrPuffinKind |
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#4
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RCBot Fan ![]() ![]() ![]() ![]() Group: Members Posts: 127 Joined: 3-August 09 Member No.: 1,638 ![]() |
what? modify profiles for bot difficulty and skill? why haven't I heard of this? look on main page in the manual... under bot profiles edit: @Cheeseh (if u read this thread) I been thinking about this and i was wondering... if we use the same names in the namelist.txt file from this plugin as we use in the profile files, will rcbot pick up the profiles or will the name assignment from this plugin force them to ignore their profile files?... thanx for any insight |
Cheeseh |
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#5
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![]() Admin ![]() ![]() ![]() ![]() ![]() Group: Admin Posts: 3,066 Joined: 11-September 03 From: uk Member No.: 1 ![]() |
look on main page in the manual... under bot profiles edit: @Cheeseh (if u read this thread) I been thinking about this and i was wondering... if we use the same names in the namelist.txt file from this plugin as we use in the profile files, will rcbot pick up the profiles or will the name assignment from this plugin force them to ignore their profile files?... thanx for any insight Don;'t know about that yet. I was thinking about a better "profile" system which not only allows for bot names, but more specific things like learning data and stuff for each bot, this however will use the same system , similar to RCBot1. I haven't got to that point yet with RCBot2. All of this came from ideas taken from RACC bot by PM which was a bot for the classic CS 1.6 , heh. But could perhaps use botnames or whatever as a backup if no profiles. |
DrPuffinKind |
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#6
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RCBot Fan ![]() ![]() ![]() ![]() Group: Members Posts: 127 Joined: 3-August 09 Member No.: 1,638 ![]() |
Don;'t know about that yet. I was thinking about a better "profile" system which not only allows for bot names, but more specific things like learning data and stuff for each bot, this however will use the same system , similar to RCBot1. I haven't got to that point yet with RCBot2. All of this came from ideas taken from RACC bot by PM which was a bot for the classic CS 1.6 , heh. But could perhaps use botnames or whatever as a backup if no profiles. ok... no stress on it... i was just thinking it would be cool to have a couple really "stupid" bots to make new players at ease, and then a couple "epic" bots that would develop a reputation among my regular players for their legendary skills... just to give the different bot names some more personality... it would be really slick if the sourcemod plugin assigned them a random name from a list of names that corresponded to a list of profile names that could then each be configured individually... both with a basic skillset and any learning capabilities that u work into the AI... but, that said... they are great as they are.. i have them running on one of our clan dedicated servers, and everyone loves them. thanx for all ur efforts |
MrSaturn |
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#7
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Newbie ![]() Group: Members Posts: 7 Joined: 30-August 09 Member No.: 1,680 ![]() |
Couldnt get it working at first, I had to manually unload/load it in order for it to start up the bots.
I wish there were some way to limit the classes I want the bots to be with this plugin. I get complaints about the scoutbot and the pyrobot being way too difficult... The pyrobot's flames do not show and the scoutbot has pinpoint accuracy at all ranges. I personally dont see a problem with that but I'm trying to please everyone you know? They also complain when there is a sniperbot on their team because they are generally useless. could you add a cvar that allows you to removes classes like sniper (because from what I've seen sniperbot is pretty useless) scout and pyro from the botclasses? I wish this plugin used the internal rcbot profiles. And a disable/enable function and a maplist config (a config with all maps to put bots on, discluding other maps from rcbot) would be great... As it stands right now, whenever we go to a map with no rcbotwaypoints the bots just spawn and do nothing. I have to manually unload the plugin and kick them, I will probably end up setting a system of configs for maps with waypoints to load the plugin on chosen maps and unload on mapchange. I know that is asking alot, and you've already done so much! ![]() All in all I really like this plugin. |
Fillmore |
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#8
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![]() RCBot Guru ![]() ![]() ![]() ![]() ![]() Group: Waypointers Posts: 447 Joined: 1-April 09 Member No.: 1,511 ![]() |
Couldnt get it working at first, I had to manually unload/load it in order for it to start up the bots. I wish there were some way to limit the classes I want the bots to be with this plugin. I get complaints about the scoutbot and the pyrobot being way too difficult... The pyrobot's flames do not show and the scoutbot has pinpoint accuracy at all ranges. I personally dont see a problem with that but I'm trying to please everyone you know? They also complain when there is a sniperbot on their team because they are generally useless. could you add a cvar that allows you to removes classes like sniper (because from what I've seen sniperbot is pretty useless) scout and pyro from the botclasses? I wish this plugin used the internal rcbot profiles. And a disable/enable function and a maplist config (a config with all maps to put bots on, discluding other maps from rcbot) would be great... As it stands right now, whenever we go to a map with no rcbotwaypoints the bots just spawn and do nothing. I have to manually unload the plugin and kick them, I will probably end up setting a system of configs for maps with waypoints to load the plugin on chosen maps and unload on mapchange. I know that is asking alot, and you've already done so much! ![]() All in all I really like this plugin. snipers should be fixed,then they'll be more than BATTLE SNOIPAHS Scouts never give me any problems,they're easy to kill and pyros are a bitch if come from angles that you cant see. I play soldier alot,so maybe it's my opinion ![]() |
MrSaturn |
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#9
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Newbie ![]() Group: Members Posts: 7 Joined: 30-August 09 Member No.: 1,680 ![]() |
snipers should be fixed,then they'll be more than BATTLE SNOIPAHS Scouts never give me any problems,they're easy to kill and pyros are a bitch if come from angles that you cant see. I play soldier alot,so maybe it's my opinion ![]() I cant seem to get the bot_gravity and the bot_fall_speed just right, i want them to be like normal players. Anyone know what I should set those at? |
Fillmore |
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#10
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![]() RCBot Guru ![]() ![]() ![]() ![]() ![]() Group: Waypointers Posts: 447 Joined: 1-April 09 Member No.: 1,511 ![]() |
I cant seem to get the bot_gravity and the bot_fall_speed just right, i want them to be like normal players. Anyone know what I should set those at? you have to fineadjust the things. easiest way to get it is to go to an not waypointed map,give the bots 1 waypoints to go to, and give it givetype jump. then,add 1 bot to the same team as the bots on your team but dont control it. the controlled bots should now jump all the time, so you can adjust the jump just right(with the non RCbot and binding a key to make him jump for control) and then gradually mod both gravity and fall speed until it matches the uncontrolled bot. It's a theory,but it should help with the setting. I'll try it myself when I get to my actual PC,and then(if you haven't got the correct variables before me)ill add the correct values in this post. |
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Lo-Fi Version | Time is now: 19th June 2025 - 10:23 AM |