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RCBot Forums _ TF2 _ Official TF2 Bots!

Posted by: Geralt Dec 18 2009, 01:34 AM

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! smile.gif

Posted by: DrPuffinKind Dec 18 2009, 02:09 AM

oh!... wow... and no mention of it at omni bot... guess dr evil isnt making the official bot after all... very interesting!! please let us know how they are
my servers are updating, but i wont be back online for a couple hours yet... smile.gif

Posted by: Geralt Dec 18 2009, 02:49 AM

Great! They are really, really, REALLY good! Everyone should try them. smile.gif

Posted by: DrPuffinKind Dec 18 2009, 04:02 AM

QUOTE(Geralt @ Dec 17 2009, 09:49 PM) *

Great! They are really, really, REALLY good! Everyone should try them. smile.gif

what are new bot commands?...

Posted by: Geralt Dec 18 2009, 04:29 AM

tf_bot_add

Posted by: naMelesS Dec 18 2009, 06:36 AM

Yea i tried it but the rcbots crash due to the WAR Update! D:

Posted by: chann Dec 18 2009, 09:07 AM

QUOTE(naMelesS @ Dec 18 2009, 04:06 PM) *

Yea i tried it but the rcbots crash due to the WAR Update! D:


I haven't experienced any crashes, in fact we've been working on the shiny new demo unlocks this afternoon with them smile.gif

The new official bots are pretty good. I notice spy and scout are missing but they are probably still being worked on.

Posted by: naMelesS Dec 18 2009, 12:07 PM

Oh no no sorry my mistake, i mean that TF Bots

Posted by: DrPuffinKind Dec 18 2009, 12:21 PM

i am running new bots on 1 server and rcbot2 on another... both seem to be running well... but lets wait and see... valve is almost guaranteed to release another update today (vanilla servers are crashing on map change) u never know what will be broken by the time they are finished. :/

im just waiting for sm to work out all the new sigs so my plugins will start working again... most require extentions to function and all extentions are causing crashes right now.

Posted by: Fillmore Dec 18 2009, 12:46 PM

Why do I crash everytime i type tf_bot_add?

Posted by: DrPuffinKind Dec 18 2009, 01:43 PM

QUOTE(Fillmore @ Dec 18 2009, 07:46 AM) *

Why do I crash everytime i type tf_bot_add?


tf bots only work on stock koth maps... that could be the root of it...

Posted by: Fillmore Dec 18 2009, 02:22 PM

QUOTE(DrPuffinKind @ Dec 18 2009, 01:43 PM) *

tf bots only work on stock koth maps... that could be the root of it...

they also crash on those maps.

Posted by: DrPuffinKind Dec 18 2009, 03:19 PM

huh... dont know what to tell u... they are working well on my dedi... ill post back here id i think of anything smile.gif

Posted by: naMelesS Dec 18 2009, 03:43 PM

QUOTE(DrPuffinKind @ Dec 18 2009, 11:19 PM) *

huh... dont know what to tell u... they are working well on my dedi... ill post back here id i think of anything smile.gif


So which means the tf bots don't works on the listenserver.

Btw what dedicated server are you using.?

I can't seem to join my own dedicated server.

Posted by: DrPuffinKind Dec 18 2009, 03:49 PM

hldsupdatetool

windows server 2003

Posted by: Fillmore Dec 18 2009, 04:33 PM

QUOTE(DrPuffinKind @ Dec 18 2009, 03:49 PM) *

hldsupdatetool

windows server 2003

so... know any servers that use these TFBots?
I don't want to download hldsupdatetool and wait 4 years just to test them tongue.gif
EDIT: good god,i just love lag sometimes biggrin.gif

Posted by: DrPuffinKind Dec 18 2009, 05:17 PM

QUOTE(Fillmore @ Dec 18 2009, 11:33 AM) *

so... know any servers that use these TFBots?
I don't want to download hldsupdatetool and wait 4 years just to test them tongue.gif
EDIT: good god,i just love lag sometimes biggrin.gif

jerpc.servebeer.com:27016

{TIA}War

Posted by: NifesNforks Dec 18 2009, 05:36 PM

Works fine with me on listenserver and I'm in love. aimbot snipers olololol

Posted by: der.zoomer Dec 18 2009, 05:40 PM

Those bots work even with ty_hydro using a automatic generated navigation mesh with nav_generate
They behave like CS:S bots, looks like they are based on those.

Posted by: Fillmore Dec 18 2009, 05:41 PM

QUOTE(NifesNforks @ Dec 18 2009, 05:36 PM) *

Works fine with me on listenserver and I'm in love. aimbot snipers olololol

now that's just not fair >:(

Posted by: DeviusCreed Dec 18 2009, 07:01 PM

You could try disabling all of the non-admin plugins for sourcemod with a listenserver. I was having a bunch of crashes until i did that, and now both bots are running just fine.

Posted by: Fillmore Dec 18 2009, 07:31 PM

QUOTE(DeviusCreed @ Dec 18 2009, 07:01 PM) *

You could try disabling all of the non-admin plugins for sourcemod with a listenserver. I was having a bunch of crashes until i did that, and now both bots are running just fine.

I've disabled sourcemod itself,but it still crashes.

Posted by: lurker123 Dec 19 2009, 04:42 AM

QUOTE(Fillmore @ Dec 18 2009, 07:31 PM) *

I've disabled sourcemod itself,but it still crashes.


I had to remove RCBOT2 from my TF2 before I could use the tf_bot_add command without it crashing...

Posted by: naMelesS Dec 19 2009, 07:28 AM

QUOTE(Fillmore @ Dec 19 2009, 03:31 AM) *

I've disabled sourcemod itself,but it still crashes.


Oh yea, you have to remove the rcbot plugin before you can use that tf_bot_add commands.

Posted by: DrPuffinKind Dec 19 2009, 02:38 PM

well, i been running these side by side for the last day, and have spent some time with the new ones... new bot Pros:
-they have a nav mesh system for waypointing (nice, easy, fast)
-their nav mesh allows for movements that is more natural (not quite as predictable as rcbot2)
-classes included mostly do their jobs (medic wont fight much... just waits for someone to heal, or to be killed standing still)
-snipers seem more effective than Rcbot2 (at least for now...)
-they are a formidable opponent on most KOTH maps... (the only ones "officially" suported)

Cons:
-not all classes are in yet (i haver not seen scout or spy yet)
-red cannot cap on cp maps (still beta, im sure this will change)
-ctf does not work at all... bots just stand there
-pl blu runs to cap point without the cat DOH!!... and red just wanders around... (at least they fight...)
-not nearly as "smart" as rcbot!! (i catch way more of them sleeping than my rcbots... of course i have rcbot intellignecs and skills cranked up... not sure how they compare to a raw install of this bot...)

all in all, i can say my rcbot2 server stays mostly full and the biggest complaint i get is the bots are "too good" with the skills cranked up, but they are not supposed to be freebees as you get points in our scoring system for killing them... lol... and my servers running the new bots dont see near the same amount of play... i think valve has a lot of work to do if they want to dethrone the reigning king!! biggrin.gif RCBOT2 FTW!!!!!

Posted by: naMelesS Dec 19 2009, 03:13 PM

QUOTE(DrPuffinKind @ Dec 19 2009, 10:38 PM) *

well, i been running these side by side for the last day, and have spent some time with the new ones... new bot Pros:
-they have a nav mesh system for waypointing (nice, easy, fast)
-their nav mesh allows for movements that is more natural (not quite as predictable as rcbot2)
-classes included mostly do their jobs (medic wont fight much... just waits for someone to heal, or to be killed standing still)
-snipers seem more effective than Rcbot2 (at least for now...)
-they are a formidable opponent on most KOTH maps... (the only ones "officially" suported)

Cons:
-not all classes are in yet (i haver not seen scout or spy yet)
-red cannot cap on cp maps (still beta, im sure this will change)
-ctf does not work at all... bots just stand there
-pl blu runs to cap point without the cat DOH!!... and red just wanders around... (at least they fight...)
-not nearly as "smart" as rcbot!! (i catch way more of them sleeping than my rcbots... of course i have rcbot intellignecs and skills cranked up... not sure how they compare to a raw install of this bot...)

all in all, i can say my rcbot2 server stays mostly full and the biggest complaint i get is the bots are "too good" with the skills cranked up, but they are not supposed to be freebees as you get points in our scoring system for killing them... lol... and my servers running the new bots dont see near the same amount of play... i think valve has a lot of work to do if they want to dethrone the reigning king!! biggrin.gif RCBOT2 FTW!!!!!


Heyo, have you tried using nav_generate? Its awesome, I use that to generate the waypoints for the TF bots and it works quite best on koth_garbage_day

Posted by: DrPuffinKind Dec 19 2009, 03:31 PM

QUOTE(naMelesS @ Dec 19 2009, 10:13 AM) *

Heyo, have you tried using nav_generate? Its awesome, I use that to generate the waypoints for the TF bots and it works quite best on koth_garbage_day


um yeah... that would be the "nav mesh" system i was discussing

Posted by: der.zoomer Dec 19 2009, 03:32 PM

I've just updated my TF2 RCBot2 Server and started it with no problems at all.
No crashes yet.
However, I only was using the new Valve TF2 bots on a listen server.
By dedicated server still has the RCBot2 ones, because they behave better in the end.

Posted by: Fillmore Dec 19 2009, 07:45 PM

QUOTE(naMelesS @ Dec 19 2009, 07:28 AM) *

Oh yea, you have to remove the rcbot plugin before you can use that tf_bot_add commands.

yes,I lol'd when I found out THAT caused the crashes. biggrin.gif

QUOTE(DrPuffinKind @ Dec 19 2009, 02:38 PM) *

well, i been running these side by side for the last day, and have spent some time with the new ones... new bot Pros:
-they have a nav mesh system for waypointing (nice, easy, fast)
-their nav mesh allows for movements that is more natural (not quite as predictable as rcbot2)
-classes included mostly do their jobs (medic wont fight much... just waits for someone to heal, or to be killed standing still)
-snipers seem more effective than Rcbot2 (at least for now...)
-they are a formidable opponent on most KOTH maps... (the only ones "officially" suported)

Cons:
-not all classes are in yet (i haver not seen scout or spy yet)
-red cannot cap on cp maps (still beta, im sure this will change)
-ctf does not work at all... bots just stand there
-pl blu runs to cap point without the cat DOH!!... and red just wanders around... (at least they fight...)
-not nearly as "smart" as rcbot!! (i catch way more of them sleeping than my rcbots... of course i have rcbot intellignecs and skills cranked up... not sure how they compare to a raw install of this bot...)

all in all, i can say my rcbot2 server stays mostly full and the biggest complaint i get is the bots are "too good" with the skills cranked up, but they are not supposed to be freebees as you get points in our scoring system for killing them... lol... and my servers running the new bots dont see near the same amount of play... i think valve has a lot of work to do if they want to dethrone the reigning king!! biggrin.gif RCBOT2 FTW!!!!!


The TFbots work on Dustbowl and Egypt just fine, they're a blast killing (and being slaughtered) by them.

Posted by: chann Dec 20 2009, 08:05 AM

QUOTE(DrPuffinKind @ Dec 20 2009, 12:08 AM) *

-snipers seem more effective than Rcbot2 (at least for now...)


An understatement ph34r.gif

Posted by: Ben L. Dec 20 2009, 04:19 PM

It would be cool if RCBot could read (or convert) the TFBot nav meshes. It would save a lot of time looking for usable AI for maps - some of the maps that come with the game don't even have AI yet as RCBot.

I have noticed that the TFBots don't like to go to point E on cp_steel EVER. I can cap point E and none of the TFBots will try to defend it, and none of the BLU TFBots even try to cap it.

Posted by: der.zoomer Dec 20 2009, 07:45 PM

QUOTE(Ben L. @ Dec 20 2009, 05:19 PM) *

It would be cool if RCBot could read (or convert) the TFBot nav meshes. It would save a lot of time looking for usable AI for maps - some of the maps that come with the game don't even have AI yet as RCBot.

I have noticed that the TFBots don't like to go to point E on cp_steel EVER. I can cap point E and none of the TFBots will try to defend it, and none of the BLU TFBots even try to cap it.


The problem is a disabled route to control point E.
You know, the bridge to this CP is disabled until you cap C, the bars are drawn when capping D.

So just add a rocketjump type and/or doublejump type and there will two classes try to cap or get you biggrin.gif

Posted by: chann Dec 22 2009, 03:29 AM

There's now a http://www.teamfortress.com/post.php?id=3279 about the TFbots. Interesting, I didn't know that they're based on the L4D bot AI - there's a long http://www.valvesoftware.com/publications/2009/ai_systems_of_l4d_mike_booth.pdf about the different AI aspects they've seemingly reused in TF2.

Posted by: Fillmore Dec 22 2009, 10:47 AM

QUOTE(Ben L. @ Dec 20 2009, 04:19 PM) *

It would be cool if RCBot could read (or convert) the TFBot nav meshes. It would save a lot of time looking for usable AI for maps - some of the maps that come with the game don't even have AI yet as RCBot.

I have noticed that the TFBots don't like to go to point E on cp_steel EVER. I can cap point E and none of the TFBots will try to defend it, and none of the BLU TFBots even try to cap it.

That's because the bridge to E isn't expanded on start of the map, so the nav_generate won't generate the Navigation Mesh for that area.

Posted by: Sjru Dec 24 2009, 09:41 PM

Somebody forgot to say it, but fire shows when tfbot pyros uses the flamethrower.
Ah and heavys move when attacking, wow. Also i've seen them placing stickies.

But the masterpiece here is the ability of the bots to stay still when you stun them.

...
I've managed to load rcbot without crashing: unload rcbot, add the tfbot first, and then load the plugin again.
However, all rcbot commands say "can't use", and I cannot add any rcbot due that.
Any ideas on how to fix that?

moved to this topic - rcbotCheeseh

Posted by: Cheeseh Dec 24 2009, 10:04 PM

QUOTE(Sjru @ Dec 24 2009, 09:41 PM) *

Somebody forgot to say it, but fire shows when tfbot pyros uses the flamethrower.
Ah and heavys move when attacking, wow. Also i've seen them placing stickies.

But the masterpiece here is the ability of the bots to stay still when you stun them.

...
I've managed to load rcbot without crashing: unload rcbot, add the tfbot first, and then load the plugin again.
However, all rcbot commands say "can't use", and I cannot add any rcbot due that.
Any ideas on how to fix that?


all of the tfbots take advantage of being the main bot running in the game and therefore have direct access to the TF2 mod code, unlike plugins. Plugins are secondary and even when the tf bots are not running they still override RCBot controls, such as pyro flame, medic healing, scout double jumping, soldier rocket jumping, crouching, etc, and valve will most likely never fix this. So basically rcbot for tf2 is pointless and now must be developed for other mods (thanks valve.......)

The reason the game crashes when a bot is added is because the tfbots just think only one bot will only be used and use rcbot "bot slots" even when they are in use. The game will therefore crash when u add an rcbot and a tfbot. This could be edited in rcbot by using slots that will most likely not be used however this is impossible because the way rcbot works now (becaue of valve game changes) is to add a controllable (braindead) bot and control it, but rcbot has no direct control over which slot these bots are added to (i.e. slots are 1 - 32 (max))

Posted by: Sjru Dec 24 2009, 10:09 PM

I did it!
I managed to use rcbot with tfbot, just add rcbot bots you need, pause the plugin (plugin_pause), add tfbots, and unpause rcbot (plugin_unpause).
!!

Posted by: Cheeseh Dec 24 2009, 10:12 PM

QUOTE(Sjru @ Dec 24 2009, 10:09 PM) *

I did it!
I managed to use rcbot with tfbot, just add rcbot bots you need, pause the plugin (plugin_pause), add tfbots, and unpause rcbot (plugin_unpause).
!!

in that case please upload some youtube vid / demo in dustbowl, for example smile.gif

Posted by: Sjru Dec 24 2009, 10:22 PM

Thats what im doing, but in koth_nucleus, tfbot don't cap in cp maps.

EDIT: Got the first youtube video, sorry for the wait, but i'm on a hurry (celebrating xmas).

http://www.youtube.com/watch?v=pEDbQ58J-r4

The video is a bit laggy, i know I don't have the best of computers.
Tomorrow I would upload a versus match on a small map, to see what bot is best (for now).
Cheseeh, don't forget to put that link on the rcbot video topics, if it still exist.

Merry xmas for everyone (if you haven't celebrated yet).
Bye

Posted by: DrPuffinKind Dec 24 2009, 11:00 PM

just for the record, i run servers with both, and this one is the one that gets the play
these bots kick the shit out of valve's version!

edit: although... it would not break my heart if you ported these over to DODs... that is a game in desperate need of a workable bot solution...

and i gotta ask again... Is there a place i can donate some cash to this dev effort?... i use the shit out of these bots and would like to throw a couple bucks your way for your efforts if i could...

Posted by: Cheeseh Dec 25 2009, 06:46 PM

QUOTE(Sjru @ Dec 24 2009, 10:22 PM) *

Thats what im doing, but in koth_nucleus, tfbot don't cap in cp maps.

EDIT: Got the first youtube video, sorry for the wait, but i'm on a hurry (celebrating xmas).

http://www.youtube.com/watch?v=pEDbQ58J-r4



did you record a demo first? You should record a demo using "record <demoname>" ... then play it back, and record the actual movie then, instead of making the video while the bots are running , that will just kill your cpu.

What team are rcbot/tfbot ?

,you can just reply to the video thread and add it to the end of the list.

donations are at rcbot2 sourceforge .

Posted by: Sjru Dec 25 2009, 08:56 PM

Yeah, I always save a demo, then record from the demo, however, right now I'm using a dual cpu, but with a primitive video card (geforce 7030), and so I can't have many fps, you see.
You should notice rcbots easily on the video, I always use simple names for my bots, instead TFbots uses custom names.

By the way, heres another video, TFbots vs Rcbot on a small arena map:
http://www.youtube.com/watch?v=ZCXUMt98Inw

Posted by: Fillmore Dec 26 2009, 02:13 PM

QUOTE(Sjru @ Dec 25 2009, 08:56 PM) *

Yeah, I always save a demo, then record from the demo, however, right now I'm using a dual cpu, but with a primitive video card (geforce 7030), and so I can't have many fps, you see.
You should notice rcbots easily on the video, I always use simple names for my bots, instead TFbots uses custom names.

By the way, heres another video, TFbots vs Rcbot on a small arena map:
http://www.youtube.com/watch?v=ZCXUMt98Inw

You put the bots against eachother on achievement_idle?

I should try this myself,just to see who dominates who.

Much for some peoples dismay, I personally think that TFBots will win over RCbot (as long as your not playing koth_nucleus, Nav Mesh isn't generated near the point)

I can also give a suggestion. Put TFBots vs RCbots in Dustbowl, guess who's gonna win.

Posted by: Cheeseh Dec 26 2009, 02:24 PM

QUOTE(Fillmore @ Dec 26 2009, 02:13 PM) *

You put the bots against eachother on achievement_idle?

I should try this myself,just to see who dominates who.

Much for some peoples dismay, I personally think that TFBots will win over RCbot (as long as your not playing koth_nucleus, Nav Mesh isn't generated near the point)

I can also give a suggestion. Put TFBots vs RCbots in Dustbowl, guess who's gonna win.

you should record at a lower resolution/quality, it will speed up, e.g. 640x480 (even on youtube its bearable) i used this for mine , cos I also have a very crappy video card (as my computer broke) and I am stuck with a poor laptop... it also overheats after running tf2 for about 15 minutes and switches off, so I can hardly test rcbot properly anymore.

Posted by: MiroslavR Dec 26 2009, 10:13 PM

QUOTE(Fillmore @ Dec 26 2009, 03:13 PM) *

Much for some peoples dismay, I personally think that TFBots will win over RCbot (as long as your not playing koth_nucleus, Nav Mesh isn't generated near the point)

I think there is an official nav mesh for koth_nucleus (with nav mesh also on the point), so generating it would be pointless.

Posted by: Fillmore Dec 27 2009, 11:50 AM

QUOTE(MiroslavR @ Dec 26 2009, 10:13 PM) *

I think there is an official nav mesh for koth_nucleus (with nav mesh also on the point), so generating it would be pointless.

TFbots never get on the point when I'm playing with them.
It might be the same as Waste,where they wait till their engineers build their buildings to lvl 3. then cap the point and win the game,as the bots have problems even with ubers. Minus the fact, that koth_nucleus has odd sentry positions.

Posted by: NifesNforks Dec 27 2009, 06:50 PM

I just spectated a round on dustbowl 9vs9. the rcbot team had one of every class except 2 demos and no sniper, and the tfbot team could change class whenever they felt like it. It was pretty even when the tfbots were low on heavys and/or medics. You can guess the results when the tfbot team got 7 heavys and 2 medics. dry.gif

Posted by: MiroslavR Dec 28 2009, 12:06 AM

Here is a match of both TFBot and RCBot playing on cp_dustbowl:

http://www.youtube.com/watch?v=voWbqeLO5f8
http://www.youtube.com/watch?v=ieCwYzcLW2U
http://www.youtube.com/watch?v=tXFDPZfNeys

The RCBot team consists of Scout, Sniper, Soldier, Demoman, Medic, Heavy and Spy, the characters of TFBot team were selected randomly.

QUOTE(Fillmore @ Dec 27 2009, 12:50 PM) *

TFbots never get on the point when I'm playing with them.

They do get there for me.

Posted by: Geralt Jan 7 2010, 12:30 AM

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

Posted by: Fillmore Jan 17 2010, 11:15 AM

QUOTE(Geralt @ Jan 7 2010, 12:30 AM) *

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 biggrin.gif
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.

Posted by: dzoo Aug 30 2010, 05:51 PM

QUOTE(Fillmore @ Dec 18 2009, 12:46 PM) *

Why do I crash everytime i type tf_bot_add?


lol just at start upd NEVER trype in the console

plugin_load ../bin/HPB_bot2

dont activate the rcbot2 XD
just start a KOTH map
trype in the console

sv_cheats 1
tf_bot_add

enjoy
this is great bots but spy is not avalible tongue.gif
heavy,medic,demoman,engineer,and all guys working with out spy

have fun!

Posted by: Rusty Aug 21 2012, 08:08 PM

These TFBots aren't anything worth putting major excitement into. You'd have to either generate or get nav meshes for most of the maps for them to work, and EVEN SO, after a couple rounds or so, they just run around the map, not even shooting back, trying to cap points or whatever.

Posted by: sachinbhuriya Sep 28 2012, 04:34 AM

hi all please updates new tips for that!

Posted by: Fillmore Sep 28 2012, 03:21 PM

QUOTE(sachinbhuriya @ Sep 28 2012, 04:34 AM) *

hi all please updates new tips for that!

New tips for what?