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
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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 |
der.zoomer |
Nov 22 2009, 09:21 AM
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#2
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Member Group: Members Posts: 35 Joined: 7-November 09 Member No.: 1,738 |
Another suggestions .. or more bugfixes:
- some bots trying to use waypoint types which are not designed for them (ie. a heavy tries to go over a rocket jump waypoint, but is stuck there) happened to scout dj waypoints too sometimes (see 2forts) - and please for the love of god: fix this damn heavy aiming heavies kill sentries in no time with their 100% accurate minigun aiming where every bullet hits the target - please fix medic heal and ubercharge with medigun they seem to use +attack on each frame, so if the tick of the server is 33 ticks, they aquire and heal a target 33 times in a second that causes no instant healing on team mates (it starts to heal later) and it drains ubecharge faster because they lock on their target 33 times a second (plus ubercharge sounds weird when you get uberchraged) - enable multi CP suport see cp_gravelpit for example, my script is to make bots attack A, then B, then C maybe you could enable bots to attack A and B simultaneously, this however requires more scripting because once A is capped there is still B, and only if B is done we can attack C. So there must be a way to tell the bots, the final CP is ready... - and yes, when bots get stunned, there's a flag for it. So let the bots check for that flag, maybe on an event or so... just to fix that stun bug where bots are still able to move after the sandmann ball hits them - tc_hydro support on cap, the server gives out which CPs are enabled and capable, so the bot should listen to these signals and make out a route to them Well it sounds so easy, but programming plugins for a Valve game without proper bot interface support.. I hope you have luck |
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