RCBot2 0.94, TF2 Update |
RCBot2 0.94, TF2 Update |
Cheeseh |
Oct 8 2014, 02:01 PM
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#1
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Admin Group: Admin Posts: 3,056 Joined: 11-September 03 From: uk Member No.: 1 |
DOD:S users can also benefit from the "fixed bots not choosing correct weapon due to distance" bug
0.94 ==== tf2: updated and fixed some waypoints tf2: bots will try to avoid sentries that killed them before when attacking point tf2: new command rcbot_tf2_pyro_airblast_ammo tf2: pyros airblast attackers of point tf2: fixed demomen reverting to primary weapon at a distance tf2: bots follow enemies if ubered tf2: bots dont follow ubered enemies tf2: pyros airblast ubered enemies tf2: pyros airblast capping / defending players tf2: bots will hang around route waypoints for more team mates tf2: more chance of red defending first point if round has not yet started tf2: fixed medic crash on cp_degrootkeep tf2: included RD mode - bots attack robots tf2: fixed bots going back to use teleporter bug tf2: fixed engineers not placing carried objects bug tf2: bots follow their enemy to the defend point if CP map tf2: pyros occasionally deflect rockets all: fixed bots not choosing correct weapon due to distance Download |
xenon |
Oct 12 2014, 03:17 PM
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#2
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Member Group: Members Posts: 33 Joined: 20-September 14 Member No.: 2,356 |
well i figured out how to waypoint and what you have is actually not bad
much better than valve's bs if I use jump waypoint on common walkable ground would that mean that the bot will still jump there, like bunnyhopping? oh and I don't understand how to use profiles. I added a new one, and when I add a bot with class, team and name properties, everything works but the name, therefore I assume it doesn't load that profile? edit: played around for an hour with pyro bot only, some jedi reflects there if I can make a few suggestions 1) melee usage when standing near by 2) jumping/strafejumping/bunnyhopping (not sure if this can be done with waypoints already? how to place one?) 3) maybe improve the combat AI a bit. a lot of times it just bumrushes head on (for instance if you take heavy). that would be good if the AI would analyze current player HP (like 50-100), but before that it uses ranged attacks/hit and run? another good thing would be airblast players away and hit them with a secondary otherwise keep up the good work |
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