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> Version 1.2 Problems, Abot Version 1.2 Bot's Problems
chowkaifai
post Dec 30 2003, 07:16 AM
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Version 1.1 Bot's will build hive and res but Version 1.2 Bot's not build ,they just rush kill~~!!! And allways kill hershelf <----- mad.gif

How to Make Version 1.2 Bot's Build hive and res ????????/
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Sandman[SA]
post Dec 30 2003, 08:58 AM
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I am seeing the same. Bots are attacking but not building anything after 5 hours play. Also bots are not responding to the bot_stuck_speed command, meaning they slay themselfs when stuck or go without orders in 7 seconds weather is set at 20 seconds or disabled altogether.

Oh, one more thing cheeseh, still no visual improvement in the ladder bug. blink.gif I was hopping you nailed it this time.
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Cheeseh
post Dec 30 2003, 01:15 PM
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you need to change the waypoints from the ladders, read the ladder guide, its a bit crap but its something.

also NS has a ladder bug anyway that the bots find annoying , also which bot has the problem with this with gorges, onos etc.

bot_stuck_speed is the speed at which they will slay themselves not the time, hence the name. lower values mean the less they slay themselves, bgger values mean it is more likely that they will kill themselves. make it -1 to disable (read commands text)
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Sandman[SA]
post Dec 31 2003, 06:25 AM
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I did fix the waypoint for ns_eclipse exactly as you discribed (that was a mess to clean up) and tested on that map repeatedly. The marines can now handle ladders going down but niether alien or marine can get back up.

I watched them take a short hop to get on the ladder from triad then move down and get stuck there at the bottom of the ladder, unable to move. I will attempt to tweek it some more and will post the best resulting waypoint file.
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nlindq
post Dec 31 2003, 07:29 AM
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QUOTE (Cheeseh @ Dec 30 2003, 01:15 PM)
bot_stuck_speed is the speed at which they will slay themselves not the time, hence the name. lower values mean the less they slay themselves, bgger values mean it is more likely that they will kill themselves...

The commands.txt file says the opposite, actually. smile.gif

"This command is the length of time that a bot will wait until it kills itself if really stuck, If you make it too low they might kill theirselves too much."

Are there any sort of guidelines as to how long a particular bot_stuck_speed value might correspond to? eg, since 7 is way too short, would 3 be significantly different, or should it be closer to zero--say, 0.5?

Also, are the waypoint files included with v1.2 superior to the downloadable ones?

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Cheeseh
post Dec 31 2003, 08:03 PM
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well the commands text is wrong.. dunno why I said that.. obviously rushing to write it!


just make it -1 to disable it.. im sure i wrote that.

Maybe its not very effective is NS. I did not test in every mod. I made it especially for svencoop.
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Sandman[SA]
post Jan 1 2004, 02:02 AM
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QUOTE (nlindq @ Dec 31 2003, 07:29 AM)
are the waypoint files included with v1.2 superior to the downloadable ones?

Not always. Sometimes waypointers rush to get a waypoint file out before it's actually play tested. Pathways going though handrails and cutting corners to close and even having to many waypoints and/or pathways in one area can and will make a bot do strange, undesired things.

This is where it's up to the users to try other authers waypoint files and decide for them selves who's waypoints get the desired results.
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nlindq
post Jan 2 2004, 04:12 AM
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I think the new code for having the marines not waste ammo on defense towers and/or resource collectors might be buggy--seems the marines almost always use their knife now against all enemies! Every once in a while they switch to the pistol, but generally they use their knives. Is this configurable?
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|2usty
post Jan 9 2004, 05:34 AM
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QUOTE (nlindq @ Jan 2 2004, 04:12 AM)
I think the new code for having the marines not waste ammo on defense towers and/or resource collectors might be buggy--seems the marines almost always use their knife now against all enemies! Every once in a while they switch to the pistol, but generally they use their knives. Is this configurable?

Have you tried having a play around with the bot_weapons.ini, mebbe lowering the max range of the knife could help but it may also have to do with the fact that when your bot has the knife out and is attacking a res tower for example, by the time it registers an alien within attack range it has the knife out already so naturally it will go into melee mode. Or mebbe you could up the bot skill a bit more. The issue i have with the ammo saving concept is that when a bot sees a res tower it seems to get out the knife and head straight for it even if there are oc's in the area, though this could also be a priority thing or just the skill factor yet again.
-Shrugs laugh.gif

Bot skill: 100 makes for hard-core carnage biggrin.gif
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Cheeseh
post Jan 9 2004, 01:55 PM
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Because of that memory overwrite thing in the current version bots will not attack sometimes either. I've also noticed a crash bug which I've fixed that happens in NS only if the bot wants to shoot an enemy near the start of the game. This stuff could affect the bots ability to change weapon.
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wanabe
post Feb 2 2004, 12:47 AM
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QUOTE (Sandman[SA] @ Dec 31 2003, 06:25 AM)
I did fix the waypoint for ns_eclipse exactly as you discribed (that was a mess to clean up) and tested on that map repeatedly. The marines can now handle ladders going down but niether alien or marine can get back up.

I watched them take a short hop to get on the ladder from triad then move down and get stuck there at the bottom of the ladder, unable to move. I will attempt to tweek it some more and will post the best resulting waypoint file.

They should be able to go up again if you do it right. How I do them is have a ladder waypoint at the bottem and a normal waypoint at the top (as in i just place one at the bottem go right up the ladder until it makes me "jump" in the air, then when im down i place the normal waypoint)
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Sandman[SA]
post Feb 2 2004, 01:53 AM
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QUOTE (wanabe @ Feb 2 2004, 12:47 AM)
They should be able to go up again if you do it right. How I do them is have a ladder waypoint at the bottem and a normal waypoint at the top (as in i just place one at the bottem go right up the ladder until it makes me "jump" in the air, then when im down i place the normal waypoint)

According to cheeseh's detailed waypointing instructions, ladders must have a ladder waypoint at both top and buttom of the ladder and a normal waypoint close near-by at both ends.

Seems the bots will jump at normal waypoints before and after the ladder waypoint which in my mind, makes good sence and predictability. In most cases, placement is critical. Exspecially with ladders that stop a floor level and/or you have to mount and dismount from the side.

God forbid if anyone releases a map for NS (that makes default map list) that does not contain ladders, doors and/or elevators mad.gif What ever happened to ramps and stairs?
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