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Geralt |
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#1
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![]() RCBot Fan ![]() ![]() ![]() ![]() Group: Waypointers Posts: 198 Joined: 6-February 09 From: Australia Member No.: 1,465 ![]() |
Hey guys
In case you didn't know, Valve released a TF2 update today... and in the changelog, it says: "Added work-in-progress TF Bots for beta testing in KOTH maps (blog post coming with more info)" http://store.steampowered.com/news/3267/ Downloading now, I'll let you guys know how they are! ![]() |
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Geralt |
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#2
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![]() RCBot Fan ![]() ![]() ![]() ![]() Group: Waypointers Posts: 198 Joined: 6-February 09 From: Australia Member No.: 1,465 ![]() |
New update released for TFBots:
# In KOTH mode, Bots are now * More likely to roam around and hunt enemies if there is lots of time left * Become more likely to push for the point as time runs down, or their teammates start to capture it # Medic bots now * Opportunistically "overheal" nearby friends when they can * Prioritize healing of injured nearby friends more * Don't focus on Heavies quite so exclusively * Don't spam their Medigun continuously at round start * Won't choose cover far below their heal target so much (koth_nucleus) * Fight back with their syringe-gun appropriately # Various improvements to combat behaviors # General bot improvements * They no longer stand still on the point when capturing or defending it * They choose more varied routes now * They choose better defensive spots around captured points * They fall back to another weapon when they entirely run out of ammo * They adjust their FOV when using zoomed in sniper scope * They treat in-range Sentries as the most dangerous threat * They fire their weapons is more realistic bursts * Engineers use their shotgun properly # Added a "virtual mousepad" concept to rework how bots track enemy players * They now periodically estimate the position and velocity of the enemy they are tracking, instead of "locking on" * After rotating beyond a maximum angle, they will pause for a fraction of a second to re-center their "virtual mouse" * Allows for over/undershoot "slop" in aiming. Looks more natural, and allows skilled players to dodge * Addresses the "180 spin around and fire", "Heavy bot is OP", "Sniper is OP", and "I can't fight a Heavy bot as a Scout" issues # Tuned Sniper spot finding algorithm to generate more diverse locations, partially addressing the "Predictable Sniper camping spots" issue # Soldier bots are more careful to not fire rockets that will explode on nearby geometry and kill them # Fixed a bug where bots tried to heal from a Dispenser being carried by an Engineer # Tuned scoreboard logic to guard against malicious server operators spoofing bot pings to hide the "BOT" tag # Added more bot names as suggested by the TF community |
Fillmore |
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#3
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![]() RCBot Guru ![]() ![]() ![]() ![]() ![]() Group: Waypointers Posts: 447 Joined: 1-April 09 Member No.: 1,511 ![]() |
New update released for TFBots: # In KOTH mode, Bots are now * More likely to roam around and hunt enemies if there is lots of time left * Become more likely to push for the point as time runs down, or their teammates start to capture it # Medic bots now * Opportunistically "overheal" nearby friends when they can * Prioritize healing of injured nearby friends more * Don't focus on Heavies quite so exclusively * Don't spam their Medigun continuously at round start * Won't choose cover far below their heal target so much (koth_nucleus) * Fight back with their syringe-gun appropriately # Various improvements to combat behaviors # General bot improvements * They no longer stand still on the point when capturing or defending it * They choose more varied routes now * They choose better defensive spots around captured points * They fall back to another weapon when they entirely run out of ammo * They adjust their FOV when using zoomed in sniper scope * They treat in-range Sentries as the most dangerous threat * They fire their weapons is more realistic bursts * Engineers use their shotgun properly # Added a "virtual mousepad" concept to rework how bots track enemy players * They now periodically estimate the position and velocity of the enemy they are tracking, instead of "locking on" * After rotating beyond a maximum angle, they will pause for a fraction of a second to re-center their "virtual mouse" * Allows for over/undershoot "slop" in aiming. Looks more natural, and allows skilled players to dodge * Addresses the "180 spin around and fire", "Heavy bot is OP", "Sniper is OP", and "I can't fight a Heavy bot as a Scout" issues # Tuned Sniper spot finding algorithm to generate more diverse locations, partially addressing the "Predictable Sniper camping spots" issue # Soldier bots are more careful to not fire rockets that will explode on nearby geometry and kill them # Fixed a bug where bots tried to heal from a Dispenser being carried by an Engineer # Tuned scoreboard logic to guard against malicious server operators spoofing bot pings to hide the "BOT" tag # Added more bot names as suggested by the TF community I got two of my suggested names implemented ![]() Once before they fixed the bots tried to heal from dispensers being carried by Engies glitch, a friend of mine killed all the bots in our team by carrying a dispenser,waiting till all of our teams bots were after him, and jumped down a pit. I'm left defending our point against 8 enemies. Luckily 5 of them were snipers and the rest was 2 heavy and Herr Doktor. |
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Lo-Fi Version | Time is now: 29th June 2025 - 12:58 AM |