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> RCBot 2 0.96
Cheeseh
post Feb 6 2015, 02:43 PM
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TF2 ph34r.gif Spy Vs Engi cool.gif update!


includes new MVM waypoints by genmac smile.gif

0.96
====
all: rcbot_supermode 1 allows bots to increase skill to aimbot like skill for a challenge (works mainly for tf2)
all: rcbot_addbottime changes the time bots are automatically added after each other
all: an addbot queue that allows multiple addbot commands without crashing or any bad effect
tf2: spies run away once they reach a lower amount of health (customised by cvar rcbot_spy_runaway_health)
tf2: spies now only cloak if they see an enemy and uncloak if they think no-one is looking at them
tf2: spies put more priority into attacking enemies who can't see them
tf2: improved spy sapping and engi sap removal, upgrading and building
tf2: crash fix
tf2: more spy fixes
tf2: engineer teleport exit building improved
tf2: spies don't attack any players if there is an unsapped sentry in range
tf2: demomen stop piping when they get hurt
tf2: spies don't attack if they see an unsapped sentry around them

http://sourceforge.net/projects/rcbot2/fil...96.zip/download
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Fillmore
post Feb 6 2015, 03:13 PM
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Damn, that was quick.

I'll probably make a quick gameplay clip with this version (on the not-yet-released Cactus Canyon waypoints)
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Fillmore
post Feb 6 2015, 08:26 PM
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QUOTE(Cheeseh @ Feb 6 2015, 02:43 PM) *

TF2 ph34r.gif Spy Vs Engi cool.gif update!

0.96
====
all: rcbot_supermode 1 allows bots to increase skill to aimbot like skill for a challenge (works mainly for tf2)
all: rcbot_addbottime changes the time bots are automatically added after each other
all: an addbot queue that allows multiple addbot commands without crashing or any bad effect
tf2: spies run away once they reach a lower amount of health (customised by cvar rcbot_spy_runaway_health)
tf2: spies now only cloak if they see an enemy and uncloak if they think no-one is looking at them
tf2: spies put more priority into attacking enemies who can't see them
tf2: improved spy sapping and engi sap removal, upgrading and building
tf2: crash fix
tf2: more spy fixes
tf2: engineer teleport exit building improved
tf2: spies don't attack any players if there is an unsapped sentry in range
tf2: demomen stop piping when they get hurt
tf2: spies don't attack if they see an unsapped sentry around them

http://sourceforge.net/projects/rcbot2/fil...96.zip/download


So, how exactly does supermode work? Does it just amp-up aiming to outrageous levels?
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Cheeseh
post Feb 6 2015, 09:47 PM
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QUOTE(Fillmore @ Feb 6 2015, 09:26 PM) *

So, how exactly does supermode work? Does it just amp-up aiming to outrageous levels?


yep I just thought I'd better fix a silly crash bug while improving some other stuff. super mode simply sets all bots aiming high and quick reaction times
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madmax2
post Feb 7 2015, 12:22 AM
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Thanks, downloading.... smile.gif
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genmac
post Feb 7 2015, 09:51 AM
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QUOTE(Cheeseh @ Feb 6 2015, 02:43 PM) *

TF2 ph34r.gif Spy Vs Engi cool.gif update!


includes new MVM waypoints by genmac smile.gif



Hehe tnx Cheeseh! Btw do you love cheese so much? haha just asking.

the new TF2 wpts are...
mvm_mannhattan
mvm_mannworks
mvm_rottenburg
Here's some mvm gameplay at rottenburg...and those 4 tanks? no problem for rcbots hehe.
http://youtu.be/ZLtGCKaof-Y
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Cheeseh
post Feb 7 2015, 03:17 PM
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QUOTE(genmac @ Feb 7 2015, 10:51 AM) *

Hehe tnx Cheeseh! Btw do you love cheese so much? haha just asking.

the new TF2 wpts are...
mvm_mannhattan
mvm_mannworks
mvm_rottenburg
Here's some mvm gameplay at rottenburg...and those 4 tanks? no problem for rcbots hehe.
http://youtu.be/ZLtGCKaof-Y


of course. cheese is awesome

anyway there are some bugs

1 medics have problems healing
2 engineers don't move sentry after wave complete in mvm
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genmac
post Feb 10 2015, 12:33 AM
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well here goes some more problems...
I installed this bot items/weapons randomizer sm plugin and it's awesome, all those items, weapons, cosmetics are being used from the looks of it so far but for rcbots seems some guns or items bugged them out, seems they don't fire some of the new weapons and the medic doesn't have that healing effect rays ( well yes mentioned it already). TF bots seems fully compatible to all the items and weapons.
HEre's the plugin...
https://forums.alliedmods.net/showthread.ph...light=tf2+cvars

AS what instructed all files are all here if you wanna test it out...
https://www.mediafire.com/?8c5ie14p8a14kb2

Seems weapons with a different "weapon class" aren't code in yet reason why some of them aren't fired by the bots...
https://wiki.alliedmods.net/Team_Fortress_2...inition_Indexes
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Fillmore
post Feb 10 2015, 11:08 AM
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QUOTE(genmac @ Feb 10 2015, 12:33 AM) *

well here goes some more problems...
I installed this bot items/weapons randomizer sm plugin and it's awesome, all those items, weapons, cosmetics are being used from the looks of it so far but for rcbots seems some guns or items bugged them out, seems they don't fire some of the new weapons and the medic doesn't have that healing effect rays ( well yes mentioned it already). TF bots seems fully compatible to all the items and weapons.
HEre's the plugin...
https://forums.alliedmods.net/showthread.ph...light=tf2+cvars

AS what instructed all files are all here if you wanna test it out...
https://www.mediafire.com/?8c5ie14p8a14kb2

btw yes I have all items unlocked on my tf2 back-up copy...pm me.

TFBots are coded to understand their weapons as weapon-slots rather than individual weapons, which allows them to use non-stock weaponry reliably. RCBots are not coded as such and if I remember correctly from the last time I looked into RCbot's code, they check their classes by the weapons they wield (demoman has TF_WEAPON_GRENADELAUNCHER) so at the moment, non-stock weapons are unreliable at best.

Also, that Cactus Canyon match is on YouTube now.
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genmac
post Feb 10 2015, 11:37 PM
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I see...well hope cheeseh can do something about that coz it feels awesome seeing them have different weapon skins and cusmetics as if I'm actually playing with well behave human players. good thing there's just a few of those non firing weapons and MILK laugh.gif , i just had to carefully configure my item list...no wonder TF2 has survived all these years tnx to those HATS laugh.gif
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Cheeseh
post Feb 12 2015, 09:22 AM
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I've put a new test debug dll here for you to try with the randomizer:

http://rcbot.bots-united.com/downloads/rcb...bug_weapons.zip

I've added:


CODE

    {TF2_SLOT_SCNDR,TF2_WEAPON_FLAREGUN,        "tf_weapon_flaregun",    WEAP_FL_PRIM_ATTACK,0,800,2,2,0},
    {TF2_SLOT_OTHER,TF2_WEAPON_SENTRYGUN,        "obj_sentrygun",0,0,0,0,0,0},
    {TF2_SLOT_MELEE,TF2_WEAPON_BAT_WOOD,        "tf_weapon_bat_wood",    WEAP_FL_PRIM_ATTACK|WEAP_FL_MELEE|WEAP_FL_UNDERWATER,0,180,0,1,0},
    {TF2_SLOT_SCNDR,TF2_WEAPON_LUNCHBOX_DRINK,        "tf_weapon_lunchbox_drink",    WEAP_FL_NONE,0,180,0,1,0},
    {TF2_SLOT_PRMRY,TF2_WEAPON_BOW,        "tf_weapon_compound_bow",   & nbsp;WEAP_FL_SCOPE|WEAP_FL_PRIM_ATTACK|WEAP_FL_PROJECTILE,700,2400,1,3,TF2_ROCKE
TSPEED},
    {TF2_SLOT_SCNDR,TF2_WEAPON_JAR,        "tf_weapon_jar",    WEAP_FL_NONE,0,180,0,1,0},
    {TF2_SLOT_MELEE,TF2_WEAPON_BAT_FISH,        "tf_weapon_bat_fish",    WEAP_FL_PRIM_ATTACK|WEAP_FL_MELEE|WEAP_FL_UNDERWATER,0,180,0,1,0},
    {TF2_SLOT_PRMRY,TF2_WEAPON_DIRECTHIT,        "tf_weapon_rocketlauncher_directhit",   & nbsp;WEAP_FL_PRIM_ATTACK|WEAP_FL_EXPLOSIVE|WEAP_FL_UNDERWATER,BLAST_RADIUS,4096,
1,3,TF2_ROCKETSPEED},
    {TF2_SLOT_MELEE,TF2_WEAPON_SWORD,        "tf_weapon_sword",    WEAP_FL_PRIM_ATTACK|WEAP_FL_MELEE|WEAP_FL_UNDERWATER,0,190,0,1,0},
    {TF2_SLOT_MELEE,TF2_WEAPON_KATANA,        "tf_weapon_katana",    WEAP_FL_PRIM_ATTACK|WEAP_FL_MELEE|WEAP_FL_UNDERWATER,0,210,0,1,0},
    {TF2_SLOT_PRMRY,TF2_WEAPON_COWMANGLER,    "tf_weapon_particle_cannon",    WEAP_FL_KILLPIPEBOMBS|WEAP_FL_PRIM_ATTACK|WEAP_FL_UNDERWATER,0,500,2,2,0},
    {TF2_SLOT_PRMRY,TF2_WEAPON_CROSSBOW,        "tf_weapon_crossbow",    WEAP_FL_PRIM_ATTACK,600,2500,1,3,0},
    {TF2_SLOT_MELEE,TF2_WEAPON_CLEAVER,        "tf_weapon_cleaver",    WEAP_FL_PRIM_ATTACK|WEAP_FL_MELEE|WEAP_FL_UNDERWATER,0,150,0,1,0},
    {TF2_SLOT_MELEE,TF2_WEAPON_BAT_GIFTWRAP,        "tf_weapon_bat_giftwrap",    WEAP_FL_PRIM_ATTACK|WEAP_FL_MELEE|WEAP_FL_UNDERWATER,0,150,0,1,0},
    {TF2_SLOT_SCNDR,TF2_WEAPON_RAYGUN,        "tf_weapon_raygun",    WEAP_FL_PRIM_ATTACK,100,2000,2,2,0}
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genmac
post Jul 28 2015, 07:10 AM
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Here's a good read hehe...go to the last post...
http://shrikebot.yuku.com/topic/569/dods?page=2#.VbcpT7V00dU
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