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> Bots improvements, Important enhancements
TesterYYY
post Feb 11 2013, 11:45 PM
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Hi,
I've today played DODs with friends against bots map dod_longestday_b5 (i've founds some waypoints which wasn't connected, at least three areas, I will fix that and send you fixed waypoints).
Tested on version: 0.71
Here I've some wishlist for next release(s):

Defusing Bombs
Defense: Bots should defuse bombs in more smarter way - they should SPRINT if they are going to defuse bomb (this can be really good If you can do it) because many times they were only walking to bomb and didn't defuse bomb. Also I've found bug - sometimes bot did almost defuse bomb and then they released defusing and bomb exploded - It's because all bots going to defuse one bomb which is really bad way because when you are defusing bomb (it was my situtation today) and someone will touch you - defusing will stop. So you should only make some defuse task queue for bots (only one bot which is most close to bomb should defuse the bomb and If he is killed then someone else should defuse bomb). Also sometimes (not very often, maybe two times I played) bots were close to bomb and didn't defuse bomb because they stuck somewhere near for example tank (It's something similiar like ladder bug).

Better tactics
Defense: They were not so bad today but I think they could be better If they were more deployed near all objectives in map (or they should more watch out when for example when one bombs is destroyed from two and also they should learn where people are going most and watch out in these areas). Sometimes they are going in one big group (sometimes funny when you throw grenade under them) which is really bad tactic...

Defending bombs
Attack: (not sure if implemented already) If bot plant bomb on some objective - he should wait there for some time (but also must watch out for explosion and maybe he should hide somewhere near) and defend it from defusing and then he can go.

Ladders
Bots are still struggling with ladders If they are waypointed properly, it's sometimes really annoying...

Machineguns
Every time they kill me from far with machinegun while standing is unbelievable accurate and impossible - they should go prone instead of firing with MG while standing (especially for far targets, maybe they can shoot while standing only for near targets-that's ok)!

BTW: I've also found some bug when on my lan server were many bots in one team 15+ (axis in longestday), they were not moving after sometime (when they were killed) and only standing on spawns (because of small amount of spawn points in map?).
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Cheeseh
post Feb 12 2013, 12:22 AM
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Thanks for all the feedback, though most of the things you said have already been implemented but there are a few bugs or variables that might cause bots to behave the way you saw them.

1. Bots do try to sprint to defuse but there is a bug where their sprint button is ignored by the engine
2. Bots do try not to defuse all at the same time by checking for teammates around them although there might be a few loopholes in the code i've still to find (i dont really want to use a queue as it would be like a hivemind)
3. There is a bug where bots can see through tanks and other objects which may be causing thd bug you may be describing.

4. The bots defend the "most dangerous" capture points in a probabilistic fashion. Perhaps the capture point needs more spaced out defend waypoints with larger radius
5. They change and update their tactic when a bomb is destroyed or a flag is captured EDIT: bots only update when a bomb is planted or a flag is captured, not when defused or exploded

6. Defending bombs is already implemented. After the bot plants he will normally wait around a safe location near the bomb. Or he will go to a nearby defend waypoint, which may need to be added to the map

7. Ladders are still being looked at for improvements

8. There is code which tells the bots to go prone with machinegun to fire however sometimes they dont , which will be looked at


You cam check the svn on sourceforge.net for updates
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TesterYYY
post Feb 12 2013, 12:33 AM
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Thanks for reply!
BTW: I've got next idea: When you use voice command I need ammo! nearest bot will throw you ammo.
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Cheeseh
post Feb 12 2013, 03:55 AM
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QUOTE(TesterYYY @ Feb 12 2013, 01:33 AM) *

Thanks for reply!
BTW: I've got next idea: When you use voice command I need ammo! nearest bot will throw you ammo.


Yeah. Thanks. I 've had this idea too before, I'll also need to think of making bots pick up other weapons too if they are out of ammo . Maybe they can ask for ammo if they can't see any weapons to pick up when out of ammo.
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TesterYYY
post Feb 12 2013, 12:25 PM
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QUOTE
1. Bots do try to sprint to defuse but there is a bug where their sprint button is ignored by the engine

So It's not possible to implement this feature? sad.gif
Maybe you could simulate sprinting by changing bot speed + change bot model animation to sprint animation and also limit sprinting?
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TesterYYY
post Feb 16 2013, 04:14 PM
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*bump* Any news ?
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genmac
post Feb 17 2013, 03:12 AM
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Bots do sprint very obviously when they respawn on certain maps but still it ain't the same speed as the player as I still manage to catch them even I'm not sprinting. I'm sure soon Cheeseh will get that fix soon though I do hope he would add some sprint and forced prone sniper waypoints as well in the future.
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darkranger
post Feb 19 2013, 12:12 PM
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a "NO PRONE" option would also be good. smile.gif
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My Time
post Feb 19 2013, 12:20 PM
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I am like Ranger on this. Nothing worse than a bunch of players laying on the ground smile.gif Get up and fight like a man! Anyhow its all good.
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genmac
post Feb 19 2013, 12:24 PM
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hehe just edit their profiles and max out their braveness to 100 and they will prone much less.
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darkranger
post Feb 19 2013, 01:22 PM
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QUOTE(genmac @ Feb 19 2013, 01:24 PM) *

hehe just edit their profiles and max out their braveness to 100 and they will prone much less.


thats too much they prone. cos i have dod_antiprone installed and play gungame.
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My Time
post Feb 19 2013, 01:55 PM
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QUOTE(genmac @ Feb 19 2013, 12:24 PM) *

hehe just edit their profiles and max out their braveness to 100 and they will prone much less.

Yep already did that. biggrin.gif also on their aimskill is it 1-100 or .0 to 1.0 ? I used both to test with and did not see that they hit any better. The old source bots were aimbots if you turned them up. and sensitivity . Is that the speed at witch they respond to you ? I run them all on 10.
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TesterYYY
post Feb 19 2013, 02:49 PM
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Hey guys,
can you share here some good DODs settings to make bots better? Because I set bot skill at 1.5 and they are still not very good .. and how to minimize bot proning?

BTW: Cheeseh please do something with bot prone. They are going prone too much
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YuriFR
post Jan 7 2014, 11:32 PM
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FOR MR. Cheeseh

! About the development of Rcbot2 !

I'm happy because I can finally talk to the lead developer of Rcbot !
Please, pay atention, mr. Cheeseh:

A long time i trying to contact you, mr. Cheeseh, or someone who develope any Bots system for Dod:Source. The reason is that I am a BIG FAN of Dod Classic with bots (old system "Sturmbot" for Dod - Half-Life1) since beta 3.1 version (around the years 2001/2002). However, with the death of the Sturmbot developer "Johan 'Jowo' Linde" (Tsunami-2005), the project "Sturmbot" was interrupted (in version 1.7).
I understand that may no longer be possible to reactivate it in Dod:S, but my opinion is that a system of bots for Dod:Source should follow roughly the same path trodden by "Jowo". I EXPLAIN:

One of the greatest qualities of old Sturmbot is the ability of the AI ​​to interact as a squad-team, in which the soldier was emit voice and gestures commands, one to each other (the Sturmbot wore the animations and voices, existing as standard in the game). Consequently, the soldiers could be decide to obey or not to obey the order of the voice command (and gesture). This characteristic made the atmosphere of game much more dramatic (like a thriller movie, similar to the famous "Saving private Ryan"), because the human player could be hear (and see) the commands of his own team and the screams (and gestures) of the enemy, when they were approaching. All this causing a feeling of being in a real war (as in game "Medal of Honor: Alied Assault - MOH:AA").

I tried to recreate the same game experience of Dod classic with bots in Dod:S, but in the currents Systems of bots for Dod:S there are no equal resources as in the old Sturmbot system. I am not able to program bots, but many people would like to get the same experience of playing Dod:S like the old and good Sturmbot system.

With this suggestion i also put a link to the changelog (all history of changes) of old Sturmbot sistem. My expectation is that someone (for example: you, or/and yours partners) considers this as a positive opinion, and based on this changelog, implement new scripts that produce the same desired effects.

The results will be probably very fantastic !!!

THE LINK FOR CHANGELOG HISTORY:
http://jasonwilliams400com.startlogic.com/...ion_History.txt


If you do not know the old Sturmbot, I suggest you search for "Sturmbot" on YouTube. But even better is to install an old version of Day of Defeat (HL1 mod), download the version of the corresponding Sturmbot, and experience it firsthand.



Thank you so much for considering this message!

[[my apologies: using google translator...]]
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