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> How to change the skins of the Bots..
Claw99
post Mar 11 2014, 10:30 AM
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Does anyone know how I can change the Bot skins?
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SPYderman
post Mar 11 2014, 11:17 PM
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QUOTE(Claw99 @ Mar 11 2014, 10:30 AM) *

Does anyone know how I can change the Bot skins?

What game?
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YuriFR
post Mar 12 2014, 10:10 PM
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QUOTE(Claw99 @ Mar 11 2014, 08:30 AM) *

Does anyone know how I can change the Bot skins?


I made a similar question in:
http://rcbot.bots-united.com/forums/index....ost&p=12630

I got no answer to this point, and I can not help you, mr.Claw99 ... sad.gif


But I take the opportunity to repeat the questions, because they may be of interest to other forum members:

"
I have some questions, all aimed at the any forum members (I have not found satisfactory answers by the "search engine" here, and other web-sites, sorry) :

1 - In the Rcbot2 profiles, contain the command-line: "model = default".
I know it's possible to change the model of the character (by above command: directory to extension ".mdl").
I wonder if it is possible to change just the skins of each character/bot, per class (trough the files ".vmt", ".vtf" etc.) by the Rcbot2. Is it possible? If is not possible, how do through Dod:Source (v.Steampipe) to determine a skin for each of the soldiers/bots (and each class), preferably without resorting to the extension ".mdl" (and their ligaments: ".vvd", ".vtx", ".phy" etc.)?

2 - I want to limit the number of bots to make them 6vs6 (for now) per match, but often the teams are unbalanced (but without going beyond total of 12). Is there any command like "teambalance" inside of Rcbot2, or inside Dod:Source? I tried "mp_autoteambalance", "mp_limitteams" and "mp_teams_unbalance_limit", "mp_autoconcede", but did not work for me. If Rcbot2 can do a kind of "teambalance", he is able to do so even if the number of available profiles exceeds the maximum number chosen for the each match (eg: 50 profiles = 50".ini", but inside the game-match: limited to 6vs6 game)?

3 - I tried once, slightly increase the duration of dead-bodies on the ground (ragdolls), and also the time of the helmets and weapons that are fallen on ground, but I could not do. I've tried several related commands ("cl_ragdoll_physics_enable", "cl_ragdoll_fade_time", "cl_ragdoll_colide", "cl_ragdoll..." etc.). How should I proceed? The Rcbot2 is also able to keep the dead bodies/ragdolls, helmets and weapons on the floor for longer (with some command-line)?

The next 2 questions is for you, mr. Cheeseh:
4 - The bots of Rcbot2 has the "habit" of taking leaps/jumps vertically for no apparent reasons. This is a bug? Or is there some command-line able to reduce/eliminate these frequency (of jumps/leaps)? [In the video of version 0.79b, provided by you, can notice this behavior: see the bot jumping ahead you, in the begining: http://youtu.be/KJxU8yp59VU ].

5 - Can I force the bots to throw hand-grenades, instead of "shot grenades" with the rifle-grenades? How do I do that (there are some command-line)?

Thanks!
"

Addendum (to mr.Cheeseh):
6 - I have used the automatic "mode" of load profiles, when I starting a game session. Then, the Rcbot2 "reads" the bot profiles, and randomly places the bots in the game. All OK so far.
However, I intend that the 12 bots (6vs6) are always the same (same configurations are on each profiles), what should I do (if Rcbot2 performs a kind of "draw of profiles")? It is possible to preserve the specifications of the profiles that are within each of the profiles I created, if I switch to using the addition of bots via "config.ini" (ie: with "Addbot" command)?

Thanks again!


[I using google translator, sorry]
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madmax2
post Mar 13 2014, 10:25 PM
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Hi Yuri,

1. I don't know the answer, but it must be thru the game engine. If you can't find it on a DOD:s website, you might find more info about changing skins & models on a Half-life2 or HL2:DM website, it's source engine so it should be the same...

2. For testing waypoints, I want to have perfectly balanced teams, so all my profiles are the same. I don't use min/max bots, I use "rcbot addbot <class> <team>" in the rcbot config.ini. I add 6 or 7 bots per team, and my teams are almost always perfectly balanced. Be sure rcbot_change_classes is 0 if you want to keep the same classes all the time. Occasionally, on the first map I launch (listen server), i'll get an unbalanced team, I just disconnect and relaunch the map and there is no problem after that... I usually play or waypoint on the same map for several rounds and there is no problem. I don't do a mapcycle very often, but I haven't noticed a problem on map change, keeping the teams balanced this way?

3. Again, I don't know the answer, but it is possible the source engine is limiting the duration based on your system specs, memory & CPU limits? I know the unreal engine does this (UT1 & UT2004), because without changing the settings, I had more bodies staying longer when I upgraded my PC...

4. I can't view you video, it's to painful on dialup ohmy.gif ... If the jumping seems random, it may be the bot is catching on some invisible object or the terrain in the map? That would be normal behavior to free itself, they do it on corners of buildings and doorways too, if the waypoints are not perfect... I'm not sure about .79, but with .76 or earlier, I have seen an occasional bot get into a pattern of take a few steps & hop/jump, repeat, etc... That may be a bug, not sure what causes it? If I see it again i'll run debug on it, if it doesn't get killed first...

5. I play mostly as rifleman, and would prefer to throw grenades like in dod classic. But grenades are set by the class, so I don't think it can be changed thru normal means. Maybe a mod plugin, but I haven't taken the time to look for one? Bots can only do what the players are allowed by the game. I would think it would be changed thru the game settings, if it were possible, maybe a DoD:s console command? If you find a way to change it, let me know... wink.gif

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Cheeseh
post Apr 4 2014, 07:17 AM
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I'll have a look into number 4

as for grenades, there is a debug command to make bots throw grenades but they only throw at your position so you need to be in spectator mode.

first debug the bot:

rcbot debug bot <botname>

then stand where you want the bot to throw the grenade

rcbot debug task gren

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madmax2
post Apr 4 2014, 11:49 PM
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QUOTE
4 - The bots of Rcbot2 has the "habit" of taking leaps/jumps vertically for no apparent reasons. This is a bug? Or is there some command-line able to reduce/eliminate these frequency (of jumps/leaps)? [In the video of version 0.79b, provided by you, can notice this behavior: see the bot jumping ahead you, in the begining: http://youtu.be/KJxU8yp59VU ].


QUOTE
4. I can't view you video, it's to painful on dialup ohmy.gif ... If the jumping seems random, it may be the bot is catching on some invisible object or the terrain in the map? That would be normal behavior to free itself, they do it on corners of buildings and doorways too, if the waypoints are not perfect... I'm not sure about .79, but with .76 or earlier, I have seen an occasional bot get into a pattern of take a few steps & hop/jump, repeat, etc... That may be a bug, not sure what causes it? If I see it again i'll run debug on it, if it doesn't get killed first...

I took a closer look for this jumping thing with .8 today. I also had a look at Yuri's video. All the jumping I saw today with .8 seems to be just the bots hanging on obstacles, corners, steps or stairs, sandbags, loose debris & items, etc. I did notice the mg's occasionally jump when standing from a prone, but just sometimes. In Yuri's video, except for the first jump, it just looks like the bots are catching on corners or doorways (waypoint issue), and it was .79?

As for the take a few steps and jump thing I was seeing in .76, I didn't see it in .8 at all today, so you may of fixed that? I can explain a bit more about that. In first person view, I could see the bot was raising the weapon to iron sites and trying to walk, then at about the same time that he lowered his weapon he would hop or jump, take a few steps then repeat. This usually continued until an enemy shot at him or killed him. Again, this issue may not be present any longer in .8? But i'll keep watching for it...
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