RCBot2: suggestions, As the topic sez... some suggestions for future RC Bot releases |
RCBot2: suggestions, As the topic sez... some suggestions for future RC Bot releases |
der.zoomer |
Nov 8 2009, 01:14 PM
Post
#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 |
Rudolf_Hess |
Nov 10 2009, 07:54 PM
Post
#2
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Member Group: Members Posts: 27 Joined: 15-October 09 Member No.: 1,720 |
Well first of i know very little about Rc2bot behavior/waypoint system or Cheeseh's raoad map for this bot so mainly my intrest is in the behavior of the bot.Me think's there's two ways at lookin at the behavior:
1 How real players play 2 How the game was ment to be played(team work) I have some ideas but i'm unshure if they will fit or even work so here goes: Bots remember more ammo/heath pick ups? Eng bot i guess allways builds enter teleport at base? Eng bot checks map timer and last known cart distance from check point then checks for safest place for teleport exit near that location maybe near ammo/health/pickup? Eng bot keeps checking last known good teleport checks if exit teleport can be moved further up the waypoints destroys current then moves teleport? Eng bots looks for choke points of most action trys maybe to build sentry near or close to ammo/health pickup? Eng bot tries to build sentry guns near ammo pick ups=metal? Other bots could give covering fire when buildings are made/repaired or when fellow team player/s is reloading? Bot react to possible in game team commands? Scout bot strafes before or afther useing shotgun? Heavy weapons bot focus more on short or middle range targets? Eng bot focus on collecting more metal first before building? Should the bots decide instead placements teleports/dispensers/sentry guns/sniper spots rarther then waypoints for these specific things(i dunno if this could be done or if it would be better?) Waypoints as i said i know very very little the rc2bot system so here goes: Wait waypoint for doors? Rcbot fill sever? Rcbot kick team 1/2? Rcbot waypoint team specific1/2? Rcbot waypoint combine for team specific waypoints? The hope is with suggeston it should encorage waypointers to work together by waypointing each side of the map if they want to.This way maybe can learn from each other passing on information lessening the workload.Me think's this option should work well with unbalanced custom maps? |
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