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YuriFR |
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#1
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![]() Advanced Member ![]() ![]() ![]() Group: Members Posts: 51 Joined: 7-January 14 Member No.: 2,318 ![]() |
Hello Cheeseh and the whole community!
I periodically consult the forum for news. I noticed that Rcbot2 is already sufficiently STABLE and FINISHED, it is SOLID AND MATURE in its version 1.00 (so maybe there was no need for changes since this version was released). However, there were many updates for TF2 and few specific for Dod:S, which is my favorite game (the last addition of specific features for Dod:S was in version 0.91: 5 versions ago!). Since Rcbot2 is already well finished and there have been relatively less improvements for Dod:S (no news for 5 versions!), I suggest adding features (even seen it once: https://youtu.be/XUULZ1FOsFQ), so that the game with bots is more cool than it already is. The suggested resources will be these, briefly: 1) Bots are able to alternate "grenade escape behavior", in addition to running to escape: they will jump on the ground away from the explosion, crouch away from the explosion, seek some cover closer. 2) When carrying out an assault, bots do not only do it standing, but alternate behaviors: they shoot squatting (or in agglomeration/open space: they shoot lying down) 3) Bots seek to hide, throw grenades and act with more caution (stop running, crouch or lie down), when they encounter a multitude of enemies. 4) Via command/variable, the user is able to establish the amount of time that the bot mg-gun and sniper will be stopped at ambush points (specific waypoints), in such a way that such bots do not leave the point until the set time is over - it seems that this feature is already present, but the bots do not respect the time I set and abandon the firing position (mg and sniper). This video illustrates the suggestions listed above: https://www.youtube.com/watch?v=XUULZ1FOsFQ&feature=youtu.be Cheeseh can try to implement all, or one at a time progressively. So I think we will have a super bot mechanism for Dod:S, better than HE IS ALREADY (Rcbot2 is already very well made software!). I hope that most like the suggestions. Thank you! [sory for bad english] |
YuriFR |
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#2
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![]() Advanced Member ![]() ![]() ![]() Group: Members Posts: 51 Joined: 7-January 14 Member No.: 2,318 ![]() |
An additional suggestion:
5) When the bot is going to launch a grenade, it must emit the corresponding voice (I think it is: "fire in the hole!") |
YuriFR |
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#3
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![]() Advanced Member ![]() ![]() ![]() Group: Members Posts: 51 Joined: 7-January 14 Member No.: 2,318 ![]() |
Cheeseh,
I have the following problem: even setting the value of 0.9 for the variable "rcbot_defrate" and adding the flags "defend", "route" and even "capture", the bots quickly abandon the stop points I created for snipers and mg- guns (for example, in windows and sandbags). That way, the game is predictable and tedious (since bots also choose the shortest paths between capture points much more frequently). 6) I suggest implementing a feature that I think is really important to solve this problem: making the "defend" waypoint flag a really mandatory crossing point for bots and assigning it a user-controllable time value (the bot is prevented from abandoning the position until the allotted time is met). In this way, the bot will not only be forced to go to these stopping points, but will also be obliged to stay there, in ambush, for the time that the waypointer stipulate. Please check and fix this issue, otherwise the gameplay will remain somewhat repetitive and tedious (and all the work and effort will be useless, employed in creating good ambush points for snipers and mg-guns because the bots will not use it anyway). |
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Lo-Fi Version | Time is now: 30th August 2024 - 05:04 PM |