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RCBot Forums _ RCbot2 _ 0.53 BETA

Posted by: Cheeseh Nov 13 2009, 10:54 PM

RCBot 0.53 BETA : Posted By Cheeseh at 2009-11-13,23:50:35



Major Improvements

- added: allowed bots to take different routes (needs updated waypoints with "route waypoints")
(Works with supplied cp_dustbowl waypoints)
ONLY WORKS ON CTF/CP maps with UPDATED WAYPOINTS
- added: bots return to cap point or flag if intel/cap point is being taken
- allowed additions of editing up to four waypoint types at once
- rcbot waypoint add (type1) (type2) (type3) (type4)
- rcbot waypoint givetype (type1) (type2) (type3) (type4)
- added: route waypoints (givetype route), make these the same area as
attacking position (0 if ctf map) and give team type if appropriate

Minor Improvements

- fixed: spies remove disguise when trying to capture point
- added: arena_point_time: in script for arena maps
- fixed: bots roaming instead of defending issue
- fixed: reduced engineer wrenching distance
- changed: increased spy attack distance with knife (still to improve)
- changed: reduced soldiers need to use shotgun a little


comes with updated CP_STEEL, CP_DUSTBOWL, CP_BADLANDS (untested), CTF_2FORT waypoints

https://sourceforge.net/projects/rcbot2/files/rcbot2/RCBot2%200.53%20Beta/RCBot2_053Beta.zip/download

(i'd like to see someone make a video with at least 8 v 8 bots running on dustbowl,, my laptop is too slow...)

Posted by: sKyLiNeDgG Nov 14 2009, 04:32 AM

awesome! im gonna try it out. if you want ill make a little video on the bots.

Posted by: N1nJa Nov 14 2009, 09:17 AM

Very nice work Cheeseh!ran a test with it this morning,the bots are navigating alot better,especially on badlands if you ask me

Posted by: MacinSam Nov 14 2009, 11:29 AM

There's a noticeable difference, but it doesn't ooze "better" - although I hope it's more of an issue with waypoints.

Posted by: der.zoomer Nov 14 2009, 12:11 PM

in one word:
SUPER

I'll test this when I come back home, huge thanks for your work and time you have put into this project.

Posted by: CoZmicShReddeR Nov 14 2009, 03:39 PM

Sounds awesome cannot wait to try it out!

Also too not sure if it was the custom way points set for a custom map I host called cp_iraqhistan @ 0208.86.251.36:27015 Haven't updated to 5.03 yet.

I noticed in 5.02 the snipers sometimes just stand in a position and turn back and forth never shoot. Heavy's sometimes clump together it's awesome but sometimes gets a little too predictable not sure if is that important or if it is map specific how it turns out.

All in all I love RCBOTS because it makes playing maps I specifically like more fun and honestly the bots are amazing how they can defend the bases!

Also do the bots get ammo and health automatically? I didn't make the waypoints for the custom map we host it is made by a friend of mine named Kampy he made them never asked him if he made them grab health or ammo...

Posted by: Cheeseh Nov 14 2009, 04:14 PM

QUOTE(CoZmicShReddeR @ Nov 14 2009, 03:39 PM) *

Sounds awesome cannot wait to try it out!

Also too not sure if it was the custom way points set for a custom map I host called cp_iraqhistan @ 0208.86.251.36:27015 Haven't updated to 5.03 yet.

I noticed in 5.02 the snipers sometimes just stand in a position and turn back and forth never shoot. Heavy's sometimes clump together it's awesome but sometimes gets a little too predictable not sure if is that important or if it is map specific how it turns out.

All in all I love RCBOTS because it makes playing maps I specifically like more fun and honestly the bots are amazing how they can defend the bases!

Also do the bots get ammo and health automatically? I didn't make the waypoints for the custom map we host it is made by a friend of mine named Kampy he made them never asked him if he made them grab health or ammo...


the maps need ammo/health/resupply waypoints for bots to pick up health/ammo when they need it

actually you may find (on ctf_2fort for example) that when bots are waiting for the intel to appear they may run off and come back, this is an unintentional feature that was also added as an effect of adding route waypoints, but i will keep it in as it allows bots to run around more and be more human like instead of just sitting at the intel all the time.

Posted by: Rudolf_Hess Nov 14 2009, 05:31 PM

Great i'm gonna download this now thank's Cheeseh.


Posted by: Fillmore Nov 14 2009, 08:34 PM

QUOTE(Cheeseh @ Nov 13 2009, 10:54 PM) *

RCBot 0.53 BETA : Posted By Cheeseh at 2009-11-13,23:50:35



Major Improvements

- added: allowed bots to take different routes (needs updated waypoints with "route waypoints")
(Works with supplied cp_dustbowl waypoints)
ONLY WORKS ON CTF/CP maps with UPDATED WAYPOINTS
- added: bots return to cap point or flag if intel/cap point is being taken
- allowed additions of editing up to four waypoint types at once
- rcbot waypoint add (type1) (type2) (type3) (type4)
- rcbot waypoint givetype (type1) (type2) (type3) (type4)
- added: route waypoints (givetype route), make these the same area as
attacking position (0 if ctf map) and give team type if appropriate

Minor Improvements

- fixed: spies remove disguise when trying to capture point
- added: arena_point_time: in script for arena maps
- fixed: bots roaming instead of defending issue
- fixed: reduced engineer wrenching distance
- changed: increased spy attack distance with knife (still to improve)
- changed: reduced soldiers need to use shotgun a little


comes with updated CP_STEEL, CP_DUSTBOWL, CP_BADLANDS (untested), CTF_2FORT waypoints

https://sourceforge.net/projects/rcbot2/files/rcbot2/RCBot2%200.53%20Beta/RCBot2_053Beta.zip/download

(i'd like to see someone make a video with at least 8 v 8 bots running on dustbowl,, my laptop is too slow...)

how about the 'ability to script bots to attack both points on gravelpit'thing?
I believe it's harder to make than arena_point_time.

Posted by: Rudolf_Hess Nov 14 2009, 09:04 PM

Works nice so far

Posted by: der.zoomer Nov 15 2009, 09:05 AM

Now testing...
again: thanks for your work, we highly apprecciate this!

Posted by: Fillmore Nov 15 2009, 05:43 PM

quickly asking this,but on 0.52 release you said:"spies still cannot sap (*engine issue?)"
Does this mean,that you've coded the spybots to sap stuff,but they can't?

Posted by: Sjru Nov 15 2009, 07:30 PM

QUOTE(Fillmore @ Nov 15 2009, 02:43 PM) *

quickly asking this,but on 0.52 release you said:"spies still cannot sap (*engine issue?)"
Does this mean,that you've coded the spybots to sap stuff,but they can't?


As I've posted before, I managed to force spyes to zap, however, I think just cheese didn't find out how to make a script for that?.

Posted by: der.zoomer Nov 15 2009, 08:35 PM

I found a problem, probably not only since 0.53
it's in cp_egypt_final, the bots just hang at the blu spawn area.
They seem to bump against the door while it slowly opens which makes it stuck somehow.
See attachment for the location.


Attached thumbnail(s)
Attached Image

Posted by: Fillmore Nov 16 2009, 01:56 PM

QUOTE(der.zoomer @ Nov 15 2009, 08:35 PM) *

I found a problem, probably not only since 0.53
it's in cp_egypt_final, the bots just hang at the blu spawn area.
They seem to bump against the door while it slowly opens which makes it stuck somehow.
See attachment for the location.

Oh,that bug. Somehow when all the bots hop around and jump in the opening door, they jam up the door somehow.
The door will open itself normally when all bots go off the door.
just asking however, who's waypoints are you using? If they're mine,I've updated the waypoints (and every waypoint on my CP category except Fastlane) but I can't upload them because of a glitchy network driver.

Posted by: der.zoomer Nov 16 2009, 02:35 PM

I always use my own waypoints, since I had some waypoints for other maps which were from poor quality.

I try to keep my waypoints tidy, making routes, scripts, waypoint types etc to make bots behave senseful.
Also I have tried to script tc_hydro but TC is strange.. you always start the map from a different spawn area..

BTW: I have fixed this by putting a pathnode in mid air directly into the door and increasing the radius of the pathnodes.

Thats why I wanted visibility checks, even on entities such as func_brush for bots. So they see that a door or passage is blocked and they search another target/capture...

the problem is to make the bots tell between func_wall/func_brush and func_door

personally I wish tc_hydro support for 0.54 smile.gif

Posted by: Cheeseh Nov 16 2009, 05:07 PM

QUOTE(Sjru @ Nov 15 2009, 07:30 PM) *

As I've posted before, I managed to force spyes to zap, however, I think just cheese didn't find out how to make a script for that?.

Fact is I haven't got round to that yet, anyway before I get spies to sap, I also need to get engis to take saps off sentries and also bots to detect spies when they sap a building, but i want to try with the original weapon switching method, which for some reason won't work the way its supposed to

Posted by: Zeta Nov 18 2009, 12:54 PM

any news on a linux version? could it be used with dods? kind regards.

Zeta

Posted by: Fillmore Nov 18 2009, 01:45 PM

QUOTE(Cheeseh @ Nov 16 2009, 05:07 PM) *

Fact is I haven't got round to that yet, anyway before I get spies to sap, I also need to get engis to take saps off sentries and also bots to detect spies when they sap a building, but i want to try with the original weapon switching method, which for some reason won't work the way its supposed to

engies start whacking their stuff when they take damage. But they do stop after 7-9 hits.

Posted by: Cheeseh Nov 18 2009, 03:59 PM

QUOTE(Zeta @ Nov 18 2009, 12:54 PM) *

any news on a linux version?


http://rcbot.bots-united.com/forums/index.php?showtopic=1254&view=getnewpost

QUOTE(Zeta @ Nov 18 2009, 12:54 PM) *

could it be used with dods? kind regards.

nope sorry

Posted by: Zeta Nov 19 2009, 12:40 AM

thanks i'll give it a try right now. kind regards.

Zeta

Posted by: Zeta Nov 19 2009, 01:46 PM

working great, thanks. any plans to support dods? please please pretty please? biggrin.gif

Zeta

Posted by: Sjru Nov 28 2009, 06:57 PM

QUOTE(Fillmore @ Nov 14 2009, 05:34 PM) *

how about the 'ability to script bots to attack both points on gravelpit'thing?
I believe it's harder to make than arena_point_time.


Actually, I was thinking in putting a comma in the script just as blue_attack:3,2 and so.
Also can anyone explain better the arena_point_time script command? How I can add that to my arena scripts?

Posted by: asdrubal Dec 11 2009, 09:10 AM

great release!
I don't know if it has been reported before, but during round setup bots try to attack each other even if the gates are closed. This results in soldiers and demomen suicide for both team.
A quick workaround may be to set rcbot_visrevs to 0 during setup, then restore it as soon as the gates open

Posted by: der.zoomer Dec 11 2009, 11:53 AM

QUOTE(asdrubal @ Dec 11 2009, 10:10 AM) *

great release!
I don't know if it has been reported before, but during round setup bots try to attack each other even if the gates are closed. This results in soldiers and demomen suicide for both team.
A quick workaround may be to set rcbot_visrevs to 0 during setup, then restore it as soon as the gates open


Or create a script for that certain map with :setup_time:60
this stops bot to attack for 60 seconds after setup time countdown has started.

Posted by: Cheeseh Dec 11 2009, 02:36 PM

QUOTE(Sjru @ Nov 28 2009, 06:57 PM) *

Actually, I was thinking in putting a comma in the script just as blue_attack:3,2 and so.
Also can anyone explain better the arena_point_time script command? How I can add that to my arena scripts?

actually the sript understands having commas against each attack/defend line, but they only use one point at the moment (the first one)

use arena_point_time just like setup_time

:arena_point_time:60


60 seconds

Posted by: Ben L. Dec 15 2009, 01:14 AM

Here's your cp_dustbowl - 15 vs 15!

http://www.mediafire.com/?vjegdhyk2tx

If I knew how to smooth demos, I'd do it.

Posted by: SiNa2012 Dec 31 2009, 11:26 AM

Team Fortress 2 v1.0.7.8 + RCBot 0.53 Beta (8 Vs. 8) - DustBowl Map

GamePlay & Video By Me!

http://www.youtube.com/watch?v=JxekfZ1khO0

Enjoy wink.gif

Sniper & Medic are not very good! But of course its Beta! Lets see what will happen in v1.0 Final!!! WoW! biggrin.gif

Thank You a lot Cheeseh wink.gif

Posted by: Severian Jan 18 2010, 06:17 PM

Could not get IServerPluginCallbacks interface from plugin "hpb_bot2"Unable to load plugin "hpb_bot2"

I have that error of your 0.53 BETA sad.gif sad.gif sad.gif

My Team Fortress is version 1.0.0.0

Help!!!

Posted by: DrPuffinKind Jan 19 2010, 02:12 AM

QUOTE(Severian @ Jan 18 2010, 01:17 PM) *

Could not get IServerPluginCallbacks interface from plugin "hpb_bot2"Unable to load plugin "hpb_bot2"

I have that error of your 0.53 BETA sad.gif sad.gif sad.gif

My Team Fortress is version 1.0.0.0

Help!!!


buy a legal copy of the game.

Posted by: Fillmore Jan 20 2010, 04:22 PM

QUOTE(Severian @ Jan 18 2010, 06:17 PM) *

Could not get IServerPluginCallbacks interface from plugin "hpb_bot2"Unable to load plugin "hpb_bot2"

I have that error of your 0.53 BETA sad.gif sad.gif sad.gif

My Team Fortress is version 1.0.0.0

Help!!!

Holy shit, TF2 when it was just released?

I miss the civilian sad.gif

the actual reason for your bug is,that your game is old as shit.

Posted by: name123 Apr 2 2010, 11:56 AM

the bot brain nee to fix (the bot know i am a spy and he shoot me),waypoint need to fix ,sometime bot dont move sometime it move(1or 3 bot dont move)but dont much use teleport,medic always use his injiction gun(90 persent) not much healing,spy dont backstab(1% he backstab ppl) he always front stab (of couse the spy die easly when u stab someone afce to face (not side stab) and he alwasy use his pistol much(when he can backstab)

the sniper dont know how to use sniper(std they on do nothing) on his secondary weopen he know how to do .

Posted by: DrPuffinKind Apr 4 2010, 12:33 PM

QUOTE(name123 @ Apr 2 2010, 06:56 AM) *

the bot brain nee to fix (the bot know i am a spy and he shoot me),waypoint need to fix ,sometime bot dont move sometime it move(1or 3 bot dont move)but dont much use teleport,medic always use his injiction gun(90 persent) not much healing,spy dont backstab(1% he backstab ppl) he always front stab (of couse the spy die easly when u stab someone afce to face (not side stab) and he alwasy use his pistol much(when he can backstab)

the sniper dont know how to use sniper(std they on do nothing) on his secondary weopen he know how to do .


this is a beta release... beta = bugs
if you read the forums you will see that all of these are known issues.. except the disquise thing... you are wrong... they do not know u are a spy unless you let them see you disquise... or in some other way expose yourself... however once u r exposed... they start yelling about you and all their team will know u r a spy weather they were around to hear the warning or not... so once you are outed you must disquise as a different player... if you do not they will remember you...

if the issues with this bot are too much for you valve has released a bot for tf2 that works fairly well... give that a shot...

Posted by: name123 Apr 4 2010, 01:20 PM

QUOTE(DrPuffinKind @ Apr 4 2010, 01:33 PM) *

this is a beta release... beta = bugs
if you read the forums you will see that all of these are known issues.. except the disquise thing... you are wrong... they do not know u are a spy unless you let them see you disquise... or in some other way expose yourself... however once u r exposed... they start yelling about you and all their team will know u r a spy weather they were around to hear the warning or not... so once you are outed you must disquise as a different player... if you do not they will remember you...

if the issues with this bot are too much for you valve has released a bot for tf2 that works fairly well... give that a shot...



i telling this so admin can fix btw the spy disguise it hard to explain i will make a video