RCBot Beta 0.51, only with scripting for cp_dustbowl, cp_badlands, cp_granary |
RCBot Beta 0.51, only with scripting for cp_dustbowl, cp_badlands, cp_granary |
MrSaturn |
Aug 30 2009, 05:03 PM
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#61
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Newbie Group: Members Posts: 7 Joined: 30-August 09 Member No.: 1,680 |
To those of you who are complaining about speed problems, heres what helped me
if you are running off of a dedicated server, do not include the plugin_load command into any of your serverside cfgs. You have to manually load it from rcon or using hlsw. I dont know why that is, but it was the only way i could make the bots move normally. They still fall faster, but they walk just like everyone else. Bonk is also useless against them. They appear to be bonked but can still walk and attack regardless. Hope it gets fixed. This mod is great. If you want to visit my server, the plugin auto loads 6 bots on certain maps that I have the waypoints for. 207.210.253.40:27015 I wish they would attack sentries a lil better. Other then that, they are pretty cool. |
(NW)Shane O' D |
Aug 30 2009, 05:41 PM
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#62
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Newbie Group: Members Posts: 2 Joined: 27-August 09 Member No.: 1,671 |
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dege13 |
Sep 1 2009, 03:21 AM
Post
#63
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Newbie Group: Members Posts: 1 Joined: 1-September 09 Member No.: 1,681 |
Using RCBot2 0.51 with TF2 for a dedicated server on Windows, without Steam is painful.
You should manually create a .vdf, because if you use plugin_load, if resets the map to nothing. Then you need to figure out the correct install folders, because all the install guides are for a Listening Server, or Dedicated Server in Steam. Once you finally get it working, the bots do not follow waypoints. They do see you and shoot at you (through the spawn point wall), but they don't move. (This link helps with both above problems, but these should be added to the documentation: http://rcbot.bots-united.com/forums/index....showtopic=1139) The team and class in the addbot command are also not working for me. Everyone ends up as a Sniper on the RED team. Names do work correctly. The bots don/t move/stand still and some turn around and back and around and back. Any config, server or other info that would help you to help me with the issue? This is my 'addbots.cfg' file that I run after the server has started to try ot figure this issue out: sv_cheats 1 rcbotd addbot 3 0 [Bot]ChuckNorris rcbotd addbot 3 1 [Bot]VinceOffer rcbotd addbot 1 0 [Bot]LeeroyJenkins rcbotd addbot 1 1 [Bot]KeyboardCat rcbotd addbot 4 0 [Bot]StarWarsKid rcbotd addbot 4 1 [Bot]MrT rcbotd addbot 6 0 [Bot]GaryColeman rcbotd addbot 6 1 [Bot]WilliamShatner rcbotd addbot 9 0 [Bot]PedoBear rcbotd addbot 9 1 [Bot]NumaNumaGuy rcbotd addbot 8 0 [Bot]TubGirl rcbotd addbot 8 1 [Bot]StrongBad rcbotd addbot 2 0 [Bot]ChocolateRain rcbotd addbot 2 1 [Bot]BertIsEvil sv_cheats 0 Edit: Quick note, I also tried multiple maps and tried getting updated Waypoints fro mthe site. No change. I tried to enable waypoint debugging, but it causes the server to crash. Thanks, Derek ***Update: Fixed my issue using Filemon Found out that the bot_mods.ini was pointing to the wrong waypoints folder. It was pointing to "rcbot2\waypoints\orangebox\tf", but all the new way points were in "rcbot2\waypoints\team fortress 2\tf". So I moved them all to "rcbot2\waypoints\orangebox\tf", and the bots work. Now to post feedback on the bots: 1. Enemy players should not see/shoot disguised eenmy spies all the time. 2. Would be nice if engineers upgraded things. |
DrPuffinKind |
Sep 1 2009, 05:27 PM
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#64
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RCBot Fan Group: Members Posts: 127 Joined: 3-August 09 Member No.: 1,638 |
well, after many hours of screrwing around, i finally got this working on my dedicated server with most of the mods in tact... (It does not like extensions... in case anyone else has the same crash issues i had)... i am using the sourcemod plugin mentioned here to control bot numbers as my anticheat plugin wont let the bots activate cheats to log in without it, and it is working spendidly!!
my only complaint is that server crashes when the map changes... no matter what i do, it craqshes and restarts... not too big a deal, i just dedicated it to orange_x_3 and removed the map timelimit... now only crashes if a team wins the round... they learned quick enough to stop capping the last point... lol would be nice to be able to rotate through a few maps though... any ideas?... thanx for all ur hard work on this project... we needed these bots!! XD |
MrSaturn |
Sep 2 2009, 01:29 PM
Post
#65
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Newbie Group: Members Posts: 7 Joined: 30-August 09 Member No.: 1,680 |
Using RCBot2 0.51 with TF2 for a dedicated server on Windows, without Steam is painful. You should manually create a .vdf, because if you use plugin_load, if resets the map to nothing. Then you need to figure out the correct install folders, because all the install guides are for a Listening Server, or Dedicated Server in Steam. Once you finally get it working, the bots do not follow waypoints. They do see you and shoot at you (through the spawn point wall), but they don't move. (This link helps with both above problems, but these should be added to the documentation: http://rcbot.bots-united.com/forums/index....showtopic=1139) The team and class in the addbot command are also not working for me. Everyone ends up as a Sniper on the RED team. Names do work correctly. The bots don/t move/stand still and some turn around and back and around and back. Any config, server or other info that would help you to help me with the issue? This is my 'addbots.cfg' file that I run after the server has started to try ot figure this issue out: sv_cheats 1 rcbotd addbot 3 0 [Bot]ChuckNorris rcbotd addbot 3 1 [Bot]VinceOffer rcbotd addbot 1 0 [Bot]LeeroyJenkins rcbotd addbot 1 1 [Bot]KeyboardCat rcbotd addbot 4 0 [Bot]StarWarsKid rcbotd addbot 4 1 [Bot]MrT rcbotd addbot 6 0 [Bot]GaryColeman rcbotd addbot 6 1 [Bot]WilliamShatner rcbotd addbot 9 0 [Bot]PedoBear rcbotd addbot 9 1 [Bot]NumaNumaGuy rcbotd addbot 8 0 [Bot]TubGirl rcbotd addbot 8 1 [Bot]StrongBad rcbotd addbot 2 0 [Bot]ChocolateRain rcbotd addbot 2 1 [Bot]BertIsEvil sv_cheats 0 Edit: Quick note, I also tried multiple maps and tried getting updated Waypoints fro mthe site. No change. I tried to enable waypoint debugging, but it causes the server to crash. Thanks, Derek ***Update: Fixed my issue using Filemon Found out that the bot_mods.ini was pointing to the wrong waypoints folder. It was pointing to "rcbot2\waypoints\orangebox\tf", but all the new way points were in "rcbot2\waypoints\team fortress 2\tf". So I moved them all to "rcbot2\waypoints\orangebox\tf", and the bots work. Now to post feedback on the bots: 1. Enemy players should not see/shoot disguised eenmy spies all the time. 2. Would be nice if engineers upgraded things. You need to add a wait command in between the addbot commands, that is why all your bots are snipers. This is a little explanation for you from my server motd info. RCBots cannot attack sentries very well. If you want your bots to advance it is up to you to take out the sentries that are killing your team's bots. RCBots can indeed upgrade sentries. RCBots can only detect spies~ - when they are cloaking - if they are disguised as the RCBots themselves - if a player screams Spy! and they are in the vicinity RCBots cannot be bonked. RCBots fall 2x times faster. |
Cheeseh |
Sep 2 2009, 02:48 PM
Post
#66
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Admin Group: Admin Posts: 3,056 Joined: 11-September 03 From: uk Member No.: 1 |
If using a dedicated server then the waypoints will be going into a diffeerent folder rather than the usual waypoints/team fortess 2/tf folder. Check your rcbot2/waypoints folder and look to see if rcbot2 automatically generated a folder for you (which isn't called teamfortress 2/tf) and move all the waypoints into it.
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MrSaturn |
Sep 4 2009, 12:08 AM
Post
#67
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Newbie Group: Members Posts: 7 Joined: 30-August 09 Member No.: 1,680 |
If using a dedicated server then the waypoints will be going into a diffeerent folder rather than the usual waypoints/team fortess 2/tf folder. Check your rcbot2/waypoints folder and look to see if rcbot2 automatically generated a folder for you (which isn't called teamfortress 2/tf) and move all the waypoints into it. When is the next update? Do you think you could do something like rcbot squad menu based on voice commands from real players? Like, they will follow and help you attack if you say 'Go Go Go!' ? Just like how the medics sort of heal you when you scream 'Medic!' I think the medic should heal more often than he shoots right now. Is there a way to make healing a higher priority for them? =X If you were to make an update would the waypointers have to redo all of their waypoints or is it possible to update the things like sentry+healing handling without effecting the waypointing? Is it possible to use the megahal and skill profile options to make better/worst players in this version? (and to make them chat?) I would like to donate.... |
Fillmore |
Sep 4 2009, 05:49 PM
Post
#68
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RCBot Guru Group: Waypointers Posts: 447 Joined: 1-April 09 Member No.: 1,511 |
When is the next update? Do you think you could do something like rcbot squad menu based on voice commands from real players? Like, they will follow and help you attack if you say 'Go Go Go!' ? Just like how the medics sort of heal you when you scream 'Medic!' I think the medic should heal more often than he shoots right now. Is there a way to make healing a higher priority for them? =X If you were to make an update would the waypointers have to redo all of their waypoints or is it possible to update the things like sentry+healing handling without effecting the waypointing? Is it possible to use the megahal and skill profile options to make better/worst players in this version? (and to make them chat?) I would like to donate.... waypoints dont have to be remade,they only have to be modded if the waypointed map is altered in a way that bugs the bots in that map. |
YouLie |
Sep 20 2009, 04:50 AM
Post
#69
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Newbie Group: Members Posts: 3 Joined: 20-September 09 Member No.: 1,693 |
QUOTE QUOTE(Cheeseh @ Jul 26 2009, 04:51 PM) * whenever a bot dies he marks the waypoint as danger, so next time he might choose another route, but might take many times. the bots standing on the spot may be a result of the reduction of the "rcbot_path_revs" value, try increasing it All waypoints with areas help. But "Area only" waypoints mean that bots can never pass through them if it is not a specific area, so theese waypoints should be placed in between connecting areas (stages) so bots know they can't go through them. But they should only be used sparingly at these points. They also need to be given an area ID of course, and a script needs to be made for it like 1 for stage 1,2 for stage 2 and so on? How can I use this feature? Is it a waypoint flag? I haven't waypointed with rcbot, but have extensive xp in podbot waypointing. |
Fillmore |
Sep 20 2009, 08:24 AM
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#70
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RCBot Guru Group: Waypointers Posts: 447 Joined: 1-April 09 Member No.: 1,511 |
like 1 for stage 1,2 for stage 2 and so on? How can I use this feature? Is it a waypoint flag? I haven't waypointed with rcbot, but have extensive xp in podbot waypointing. rcbot waypoint setarea <number> gives a waypoint an area ID. the newly added rcbot waypoint givetype areaonly means that if the bots are standing/moving on waypoints with the area set to 1,they can't use any waypoints that have the area 2. the bots work better with this system,if you script the map. |
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