My suggestions for bots |
My suggestions for bots |
dgesd |
Oct 23 2014, 07:15 PM
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#1
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Member Group: Members Posts: 43 Joined: 23-February 14 From: Russia Member No.: 2,325 |
Hello. I have collected a few ideas and bugs. They are mostly for TF2 bots
tf2* bots engineers put buildings (if moved) when they remain 30-70% of lives. If he can not do it 2-3 times, then engineer breaks the building which in his hands. tf2* bots engineers often try to build teleporters tf2* bots engineers can pass through their buildings (reduces the risk of jams) tf2* bots engineers are trying to kill a spy after he put a tipster 2-3 times all* improve melee aim (sometimes bots come too close they turn their backs and beat the void) tf2* improve aim, for demoman with Stickybomb Launcher (often shoot at the wall) tf2* engineers sometimes build their sentrys backwards all* when the bot off track missiles, bombs, etc. he runs to the nearest announcement waypoint and so it can get stuck, why not do so if he chose not purposefully one waypoint, and after failing to reach the it rebuilds its course to another point. If he feels bad after 3-5 attempts to get to any one waypoint he does suicide. possible for all* improve aim for snipers, because for the entire round (and that if it goes more than 10 minutes), they can kill a maximum of 3-5 people. tf2* bots engineers after the construction of the sentry 2-3 levels at once trying to build and improve its dispenser. tf2* bots engineers often improve teleports. tf2* bots during preparation is not trying to pass through the gate, and if still they try is re path or just start walking on the base. tf2* if the bots engineers fail to build teleport or dispenser, they are trying to build them next to a waypoint, or start trying to build their rotating at 360 degrees if you did not get to build them more than 3-5 times then they start walking on nearby waypoints and trying to build them there. If, however, it is impossible to build them, they will stop this venture and go about their business. tf2* If possible, remove the slowdown in the movement of the Heavy all* if the bots are burning and see the water, then they will try to dive into the water (I don `t know there is or is not) tf2* bots often bump into invisible spies , they regard it as an object that prevents them to go ( start jumping ) all* add reloading weapons ( not the one that is activated after 1 minute , but the one that is activated at least 5-2.5 seconds ) tf2* sometimes bots engineers begin to walk only in sentry waypoint If you come up with something else, then add here. |
Fillmore |
Oct 23 2014, 11:08 PM
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#2
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RCBot Guru Group: Waypointers Posts: 447 Joined: 1-April 09 Member No.: 1,511 |
Hello. I have collected a few ideas and bugs. They are mostly for TF2 bots tf2* bots engineers put buildings (if moved) when they remain 30-70% of lives. If he can not do it 2-3 times, then engineer breaks the building which in his hands. tf2* bots engineers often try to build teleporters tf2* bots engineers can pass through their buildings (reduces the risk of jams) tf2* bots engineers are trying to kill a spy after he put a tipster 2-3 times all* improve melee aim (sometimes bots come too close they turn their backs and beat the void) tf2* improve aim, for demoman with Stickybomb Launcher (often shoot at the wall) tf2* engineers sometimes build their sentrys backwards all* when the bot off track missiles, bombs, etc. he runs to the nearest announcement waypoint and so it can get stuck, why not do so if he chose not purposefully one waypoint, and after failing to reach the it rebuilds its course to another point. If he feels bad after 3-5 attempts to get to any one waypoint he does suicide. possible for all* improve aim for snipers, because for the entire round (and that if it goes more than 10 minutes), they can kill a maximum of 3-5 people. tf2* bots engineers after the construction of the sentry 2-3 levels at once trying to build and improve its dispenser. tf2* bots engineers often improve teleports. tf2* bots during training is not trying to pass through the gate, and if still they try is re path or just start walking on the base. tf2* if the bots engineers fail to build teleport or dispenser, they are trying to build them next to a waypoint, or start trying to build their rotating at 360 degrees if you did not get to build them more than 3-5 times then they start walking on nearby waypoints and trying to build them there. If, however, it is impossible to build them, they will stop this venture and go about their business. tf2* If possible, remove the slowdown in the movement of the Heavy all* if the bots are burning and see the water, then they will try to dive into the water (I don `t know there is or is not) tf2* bots often bump into invisible spies , they regard it as an object that prevents them to go ( start jumping ) all* add reloading weapons ( not the one that is activated after 1 minute , but the one that is activated at least 5-2.5 seconds ) tf2* sometimes bots engineers begin to walk only in sentry waypoint If you come up with something else, then add here. To have bots understand which areas have water in them, you'd need a givetype water (or something like that) TFBot-Engies can go through their buildings because Valve gave them special exceptions within the game's coding. I doubt that this can be replicated via third-party methods. The jamming issue has already been somewhat addressed by having the Engies route around their buildings (which need additional waypoints and do not always work if the sentry waypoint is in a specific kind of spot) Bots turning their backs actually extends beyond melee weapons but those are very specific (ie. Heavybots will sometimes begin aiming at the ground when their target is right in their face) The "Engies build their stuff backwards" thing is a issue with how the bots place buildings, since occasionally they rotate their blueprints before they plant it (probably a side-effect of the way RCbots work) Some of those other points can be addressed with the normal_util and attack_util files found in rcbot/config (those files can be used to fine-tune priorities on bots) |
Cheeseh |
Oct 24 2014, 12:02 AM
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#3
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Admin Group: Admin Posts: 3,056 Joined: 11-September 03 From: uk Member No.: 1 |
tf2* bots engineers put buildings (if moved) when they remain 30-70% of lives. If he can not do it 2-3 times, then engineer breaks the building which in his hands.
I'm not sure what you mean by this one, do you mean if he can't place a moved building he should give up? tf2* bots engineers often try to build teleporters tf2* bots engineers often improve teleports. tf2* bots engineers after the construction of the sentry 2-3 levels at once trying to build and improve its dispenser. Do you mean building teleporters should have a higher priority? You can edit the UTIL Excel file for this as fillmore said tf2* bots engineers can pass through their buildings (reduces the risk of jams) tf2* sometimes bots engineers begin to walk only in sentry waypoint I can't do this but I've added more avoidance for sentries in the future tf2* bots engineers are trying to kill a spy after he put a tipster 2-3 times you mean a sapper? Instead of engineers imporving buildings they look for the spy? all* improve melee aim (sometimes bots come too close they turn their backs and beat the void) yes I've noticed this and not sure what the bug is so I will try to find this one tf2* improve aim, for demoman with Stickybomb Launcher (often shoot at the wall) yes, although the aiming algorithm is a little complex and still has some bugs. this will take a while to improve tf2* engineers sometimes build their sentrys backwards there is a bug that bots do not turn sentries before they are moved, but when they first build them they are ok. all* when the bot off track missiles, bombs, etc. he runs to the nearest announcement waypoint and so it can get stuck, why not do so if he chose not purposefully one waypoint, and after failing to reach the it rebuilds its course to another point. If he feels bad after 3-5 attempts to get to any one waypoint he does suicide. possible for all * improve aim for snipers, because for the entire round (and that if it goes more than 10 minutes), they can kill a maximum of 3-5 people. yes the only problem is they are a little slow and then fire too quickly and miss tf2* bots during training is not trying to pass through the gate, and if still they try is re path or just start walking on the base. tf2* if the bots engineers fail to build teleport or dispenser, they are trying to build them next to a waypoint, or start trying to build their rotating at 360 degrees if you did not get to build them more than 3-5 times then they start walking on nearby waypoints and trying to build them there. If, however, it is impossible to build them, they will stop this venture and go about their business. tf2* If possible, remove the slowdown in the movement of the Heavy Is the heavy really slow? Can you walk quicker than a heavy bot as heavy class? all* if the bots are burning and see the water, then they will try to dive into the water (I don `t know there is or is not) actually there is a runtime test for water so we don't need a water waypoint, although It would be quicker tf2* bots often bump into invisible spies , they regard it as an object that prevents them to go ( start jumping ) all* add reloading weapons ( not the one that is activated after 1 minute , but the one that is activated at least 5-2.5 seconds ) yes this needs to be improved |
dgesd |
Oct 24 2014, 06:15 AM
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#4
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Member Group: Members Posts: 43 Joined: 23-February 14 From: Russia Member No.: 2,325 |
Forgot to add to the first idea
If the bot engineer is under attack, it begins to recede at the same time trying to get rid of the buildings which he carries. As soon come home from work, complementing more some ideas. |
dgesd |
Oct 24 2014, 10:28 AM
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#5
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Member Group: Members Posts: 43 Joined: 23-February 14 From: Russia Member No.: 2,325 |
tf2* bots engineers are trying to kill a spy after he put a tipster 2-3 times
Spy quickly sapper building and as soon as the engineer will repair the building and he pulls out his shotgun, but the spy again sapper building until the building is destroyed, or spy will kill the engineer. It is not logical, especially with the sentry 3 level, because it is easier to deal with the spy and fix the sentry, and not to raise the turret until it is destroyed. tf2* If possible, remove the slowdown in the movement of the Heavy "Is the heavy really slow? Can you walk quicker than a heavy bot as heavy class?" No, you don't understand. Constant speed heavy's normal, but sometimes, when he spins the gun, he is very slow moving. (Speed approximately equal to the speed of spun Brass beast) |
xenon |
Oct 26 2014, 01:33 AM
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#6
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Member Group: Members Posts: 33 Joined: 20-September 14 Member No.: 2,356 |
Would be kinda cool if you added unlockable weapons to the bots. And make pyros stop charging head on W+M1 style And well...melee
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dgesd |
Oct 26 2014, 10:19 AM
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#7
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Member Group: Members Posts: 43 Joined: 23-February 14 From: Russia Member No.: 2,325 |
Bots engineers do not improve their teleports up to 3 levels
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Fillmore |
Oct 26 2014, 01:18 PM
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#8
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RCBot Guru Group: Waypointers Posts: 447 Joined: 1-April 09 Member No.: 1,511 |
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dgesd |
Oct 26 2014, 03:52 PM
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#9
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Member Group: Members Posts: 43 Joined: 23-February 14 From: Russia Member No.: 2,325 |
Many thanks Fillmore!
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