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der.zoomer
Hej there, I've been around here for a time as guest, and I really like RC Bot2 for TF2.
It works like a charm (most of the time tho...)

And to improve this bot, I have some suggestions here:


Arena Mode:
- Bot check time until capture point is available
else they would all rush to the capture point and stand there
- on my dedicated server (same binaries) they dont seem to capture points, even theyre doing it on a listen server with SAME waypoints and scripts

Snipers:
- make them sound sensitive to visible players again, they just stand on their sniper pathnodes and dont move/shoot even if there are enemy guys all over the place


Soldier:
- he shouldn't use his shot gun so often


Heavy:
- fix this god damn heavy aiming, the heavy has like 0 recoil and can hit a target with 100% accuracy (every bullet hits, even if the minigun has a large spread fire cone)
- heavy should check for distance to the nearest enemy (needs testing, because there are classes that you should take out in favour of others)


Spy:
- spies should try to melee attack enemies from behind with knife when possible
- when spies try to cap (CP, CTF, PL) they should remove their disguise


Medic:
- make medics heal more, than attacking, make them sensitive to "call for a medic" event and let them stick with this guys as soon as he is healed or even buffed
- let medics use their ubercharge when their current healing target is being attacked: event player_hurt


waypointing:
- let bots check for visibility between path nodes on calculating paths to the target
ie. when a door is closed, this path is blocked and they'll choose another path or another target
could be a problem with doors where you can see thru though... but that will eventually render setarea and givetype areaonly useless. (needs testing, because of defense points/sentry points/teleporter exit points)
this is implemented by using the "givetype openslater" waypoint type, but bots can see through EVERY door! (even though they are closed) so it doesn't work, an engine bug maybe
- a waypoint type for an alternate route would be nice, so the bots dont attack only by one path, maybe with priorities, so 1 is main path, 2 a good alternative and 3 an alternative, but less good than 2 or even 1 but possible....
I've implemented "route" waypoint types for next version, they are simple additions, so we'll see how they do after a lot of testing

Misc:
- gravity seem not to affect bots, they jump and fall like 4x faster than usual players
this is an engine bug
- when bots see a dispenser (and need supplies) they should use it
this is implemented but happens rarely


nice to have:
- bot and equipment support (use hats, other inventory you usually earn with achievements/find items)
- bot should learn how real players move around in that map
Cheeseh
thanks it is good to have suggestions together in an easy to read fashion. I hope that in time I can get these added, because most of them are small additions, though I'm sure a lot of people have mentioned them before.
der.zoomer
yah, lets keep a thread stickied where all suggestions are merged and someone can keep track of them all.
RCBot2 is just great
Cheeseh
QUOTE(der.zoomer @ Nov 10 2009, 11:01 AM) *

yah, lets keep a thread stickied where all suggestions are merged and someone can keep track of them all.
RCBot2 is just great


I've added route waypoints for the next version, they seem to be working. Only work though on maps with attack points and scripts. i will explain how they work later.

i've edited the first post with some comments
Rudolf_Hess
Well first of i know very little about Rc2bot behavior/waypoint system or Cheeseh's raoad map for this bot so mainly my intrest is in the behavior of the bot.Me think's there's two ways at lookin at the behavior:

1 How real players play

2 How the game was ment to be played(team work)

I have some ideas but i'm unshure if they will fit or even work so here goes:

Bots remember more ammo/heath pick ups?

Eng bot i guess allways builds enter teleport at base?

Eng bot checks map timer and last known cart distance from check point then checks for safest place for teleport exit near that location maybe near ammo/health/pickup?

Eng bot keeps checking last known good teleport checks if exit teleport can be moved further up the waypoints destroys current then moves teleport?

Eng bots looks for choke points of most action trys maybe to build sentry near or close to ammo/health pickup?

Eng bot tries to build sentry guns near ammo pick ups=metal?

Other bots could give covering fire when buildings are made/repaired or when fellow team player/s is reloading?

Bot react to possible in game team commands?

Scout bot strafes before or afther useing shotgun?

Heavy weapons bot focus more on short or middle range targets?

Eng bot focus on collecting more metal first before building?

Should the bots decide instead placements teleports/dispensers/sentry guns/sniper spots rarther then waypoints for these specific things(i dunno if this could be done or if it would be better?)


Waypoints as i said i know very very little the rc2bot system so here goes:

Wait waypoint for doors?

Rcbot fill sever?

Rcbot kick team 1/2?

Rcbot waypoint team specific1/2?

Rcbot waypoint combine for team specific waypoints?
The hope is with suggeston it should encorage waypointers to work together by waypointing each side of the map if they want to.This way maybe can learn from each other passing on information lessening the workload.Me think's this option should work well with unbalanced custom maps?
der.zoomer
the sniper could orient himself on the angle of the sniper waypoint he is standing on, else he would turn around and look in the wrong direction.
However ... this needs an update of all sniper waypoints tough.
Would be cool if the heavy, when ran out of ammo agets his fists out and punches everyone biggrin.gif
Fillmore
QUOTE(der.zoomer @ Nov 15 2009, 12:15 PM) *

the sniper could orient himself on the angle of the sniper waypoint he is standing on, else he would turn around and look in the wrong direction.
However ... this needs an update of all sniper waypoints tough.
Would be cool if the heavy, when ran out of ammo agets his fists out and punches everyone biggrin.gif

I second this biggrin.gif
der.zoomer
Another suggestions .. or more bugfixes:
- some bots trying to use waypoint types which are not designed for them
(ie. a heavy tries to go over a rocket jump waypoint, but is stuck there)
happened to scout dj waypoints too sometimes (see 2forts)


- and please for the love of god: fix this damn heavy aiming
heavies kill sentries in no time with their 100% accurate minigun aiming where every bullet hits the target


- please fix medic heal and ubercharge with medigun
they seem to use +attack on each frame, so if the tick of the server is 33 ticks, they aquire and heal a target 33 times in a second
that causes no instant healing on team mates (it starts to heal later)
and it drains ubecharge faster because they lock on their target 33 times a second (plus ubercharge sounds weird when you get uberchraged)


- enable multi CP suport
see cp_gravelpit for example, my script is to make bots attack A, then B, then C
maybe you could enable bots to attack A and B simultaneously, this however requires more scripting because once A is capped there is still B, and only if B is done we can attack C. So there must be a way to tell the bots, the final CP is ready...


- and yes, when bots get stunned, there's a flag for it.
So let the bots check for that flag, maybe on an event or so...
just to fix that stun bug where bots are still able to move after the sandmann ball hits them


- tc_hydro support
on cap, the server gives out which CPs are enabled and capable, so the bot should listen to these signals and make out a route to them


Well it sounds so easy, but programming plugins for a Valve game without proper bot interface support.. I hope you have luck
shahrukh1
i think the biggest one
well i think it is the biggest one
AND I WOULD LOVE TO HAVE THIS FIXED
is to show the avatar
you no when u play and u can see peoples avatar
well i would like the bots to have all the same avatar or some random picture u can change
PLEASE GET THIS ONE
AND GET BOTS TO USE THE TELEPORTERS CUZ THATS ANNOYING WHEN THEY DONT
Fillmore
QUOTE(shahrukh1 @ Nov 26 2009, 01:02 AM) *

i think the biggest one
well i think it is the biggest one
AND I WOULD LOVE TO HAVE THIS FIXED
is to show the avatar
you no when u play and u can see peoples avatar
well i would like the bots to have all the same avatar or some random picture u can change
PLEASE GET THIS ONE
AND GET BOTS TO USE THE TELEPORTERS CUZ THATS ANNOYING WHEN THEY DONT

Bots use teleporters but it needs to be in a precise place,otherwise they'll ignore it.
And bots stand on the teleporter for about a second.

And for my own suggestions:

-the heavybot should be allowed to move when shooting with the minigun.
-He should also actually use his shotgun, on either faraway enemies(to stop heavy from sniping with his minigun) or when he's low on primary ammo and is attacked by a bot.
-all bots should pull out melee(except Pyro) when enemies are close enough.
-Demomen should get a 'sticky' givetype, purpose is self explanitory.
-Spybots should cloak when passing route points that lead them to where they should go.(it should work)
-Rocketjump and doublejump waypoints should only be allowed for Soldier and Scout.
-Engiebots don't help other engies so often. It should be more often.
-Demomen should get a stickyjump waypoint(will be difficult be get working correctly)
-Scouts should only use teleporters if there aren't other bots on the teleporter.
shahrukh1
ok well try and get the avatar thingy
cuz thats all that i care about really
der.zoomer
-Demomen should get a 'sticky' givetype, purpose is self explanitory.
> yeah that'd be cool, but there has to be an event when someone is in that sticky radius so the bot who owns these stickies can explode them
> ie capture points, choke points, flags

-Engiebots don't help other engies so often. It should be more often.
> when I plant an teleentrance at our base where another engineer comes out, he starts to whack my teleporter biggrin.gif
> But yes that would be cool so engineers could build up a defense a lot quickier
> maybe realized thru a waypoint "rcbot waypoint givetype sentry_priority"

-Demomen should get a stickyjump waypoint(will be difficult be get working correctly)
> should work like double jump and rocket jump, demoman can move while in air, but yes it needs some tuning though
Fillmore
QUOTE(der.zoomer @ Nov 22 2009, 09:21 AM) *

Another suggestions .. or more bugfixes:
- and please for the love of god: fix this damn heavy aiming
heavies kill sentries in no time with their 100% accurate minigun aiming where every bullet hits the target

If I remember correctly,Valve modded the miniguns spreading.

Occasionally when firing, it turns into a sniper rifle,minus the headshots biggrin.gif
Sjru
QUOTE(Fillmore @ Nov 26 2009, 10:09 AM) *

Bots use teleporters but it needs to be in a precise place,otherwise they'll ignore it.

-Demomen should get a 'sticky' givetype, purpose is self explanitory.



Can you explain better the "precise place"? You mean in the same place as another waypoint?.

Stickies waypoint should be with radius, and to explode, the bot could check if an enemy is passing through the waypoint to explode, or just check if the stickies are near an enemy.

The sniper issue needs to be fixed ASAP. Sniper only are useful on maps without sniper points, duh.

The attack script for the scout should be changed, for some reason, when I play as heavy, they just run straight forward to me, dying obiously. (they should strafe)

The last suggestion are about the carts, the just jam and bulk near the cart, making they an easy target for explosives.

Another request: I don't have a dual core cpu, and every bot I add (starting from the 5'th) takes out 10 fps. Lowering the rcbot_visrev and rcbot_pathrevs cvars only gives me a 1-2 fps improvement. Can you make a cvar, if possible, to lighten the cpu usage of the bots? Thank you in advance.
der.zoomer
Yet another suggestion here:
You know.. when bots are bumping into an obstacle they cannot avoid, they start to jump 3 times.
Would you be so kind to create a CVAR which controls how many times the bot is jumping? biggrin.gif
der.zoomer
Some more suggestions:
- Spy detection
When I'm disguised as my own team color, all enemy bots cry SPY all the time.
They can't even know I'm a spy and because I'm disguised as my own team color they will attack me anyways.
Just my 2 cents because I'm career spy with Dead Ringer + Ambasador which requires other tactics than reguar spy. (involving disguising as own team class color).
Otakumanu
My suggestion would be some of the first ones:
Snipers should snipe, I mean, most of the time they are looking at walls.
Bots should be able to capture points on arena and cp_gravelpit, since in arena, they dont capture the points and since they dont look everywhere for hidden enemies, the game never ends.
This are just my suggestions, from what I played.
Nice bots though.
Otakumanu
Oh, and I just wanted to tell that in some maps(dustbowl,pl), bots dont seem to build sentreis.
Fillmore
QUOTE(Otakumanu @ May 12 2010, 09:40 PM) *

Oh, and I just wanted to tell that in some maps(dustbowl,pl), bots dont seem to build sentreis.

pl_dustbowl,huh? Does the map have sentry givetypes in it?
Cheeseh
QUOTE(Fillmore @ May 22 2010, 11:37 AM) *

pl_dustbowl,huh? Does the map have sentry givetypes in it?

you may noticed though that some waypoints are abysmal smile.gif , haha, and they need fixing, especially with CP maps as they should use scripts, because they will need several waypoint areas
Fillmore
Just a suggestion:

- snipebots aim in the head of enemies when sniping. To avoid aimbot snipers, a variable will tell either how much his aim can be off, or propability that he'll bodyshot.
Doomer1
First i wanted to commend you on some excellent work I love the bots. My two kids are new to the game and still young and letting them play with bots keeps them away from the adult language in regular servers. So thank you for your hard work.

Most of the suggestions we wanted to share have been mentioned but I guess it won't hurt to add a few comments.

Medics - We would love to see some ubercharge atacks. When we establish a good sentry section it would be more challenging if we had to deal with some ubercharges.

Engineers - Is there anyway to get them to stay close to what they have built. It seems they build and then frolic off alot smile.gif

Heavys - in the latest version they tend to shoot at walls and floors or friendly players occaisionally and then hop alot. THeys still fight when attacked but their behavior seems erratic which maybe be why the medics dont heal them or team up with them.

Scouts work great btw Love em.

Snipers do as well


Spys have definitely improved and are almost as annoying as real ones smile.gif

Just a few things we noticed in the games we play, We cannot wait for the next version and look forward to seeing what you dream up next.


Sincerely,

Doomer1 and his siblings Doomer Jr. and Misfire.

P.S. We would love to see waypoints for all the default maps. Any chance you could get the community to assemble a default map waypoint pack?
Fillmore
Here would be a bunch of things to recommend:

- All bots, excluding the Spy and Scout, should push ahead when a Medic of their team activates a ubercharge.

- Using the dispenser spotting code, the RCbots could spot teleporter entrances they want to use, and stand still on them, like they do when waiting for health or ammo.

- Snipers should be allowed to headshot, with a variable for bodyshotting (should always be high enough to avoid Aimbot snipers)

- Bots should stop taunting when picking up health or ammo and do it when killing a player (random chance) or when they win a round (4 seconds to tauntfest, to let them kill off the losers)

-There should be a sentry belief mark, so bots can 'remember' where a sentry might be. When they near the mark, they might say 'sentry ahead!'

-They also need to actually know where they are. Bots wouldn't be so easy to beat with a lvl3 sentry alone and Spies would harass Engies a lot more.
MarD
Heyyo,

I was wondering if at all possible to add support for the Source SDK Base 2007? I would love to see RCbot2 working in Goldeneye Source Beta4 since it's now shaping up to be a fantastic mod, but the player base is quite small at the moment. sad.gif

Right now I can get it to load rcbot2 adding in this...

CODE
#
mod = CUSTOM
steamdir = source sdk base 2007
gamedir = gesource
bot = HL2DM

Without that it just crashes.. but then I try to use any command and I get "you do not have access to this command" even though I have both my actual SteamID and the "STEAM_ID_LAN" both set to 63 AND of course I make sure "sv_cheats 1" first.

[EDIT1]
LOL! wth.. apparently my "addons" folder in sourcemods\gesource\addons" has "access denied" which is weird... cause that's where I had the .vdf for loading the bot originally before it crashed a few times and decided to test with console commands.. really odd.

[EDIT2]
K after more messing around after a reboot the addons folder just vanished oddly enough.. anywho after that I made a new .vdf loader in the sourcemods\gesource\addons folder with the hpb_bot2.dll in the source sdk base 2007\bin folder? and it worked! I made basic waypoints for ge_library_classic.. but alas.. no bot spawning with accessclients.ini set to either "mod = CUSTOM" or "bot = CSS" or "bot = HL2DM".. I don't think it likes the spawn interface of Goldenye Source, it gives me a "unknown command: bot" everytime.
Cheeseh
QUOTE(MarD @ Oct 30 2010, 03:29 PM) *

it gives me a "unknown command: bot" everytime.


i'm just in the process of releasing a new bot with the old bot spawning method for mods other than TF2
MarD
Heyyo,

QUOTE(Cheeseh @ Oct 30 2010, 11:43 PM) *

i'm just in the process of releasing a new bot with the old bot spawning method for mods other than TF2

OMFG YES! Love you Cheeseh, that is very win. biggrin.gif

[EDIT1]
Btw you need waypoints for a mod to test with lemme know and I'll do up a map for it. wink.gif

[EDIt2]
Well just incase one of the mods you wanna test is Goldeneye Source beta 4 since it's active attached is waypoints for ge_library_classic to test with for now. Nothing special just fully waypointed map just needs types for weapon pickups and ammo pickups and such.. I didn't add any of the tf2 flags cause they might make bots camp the stuff for the wrong things, lol.

The only spot on this map I didn't waypoint are the two hidden passages to the secret way in and out of the basement of the library (incase you don't know where it is, just noclip and zoom around the outside you'll see the walls and the paths behind them.
dzoo
getting cooler from time to time, these RCBots!!!!!!!!!!!!!!!
I'm looking forward to the following improvements
!!!!!!!!!!!!!!!
Cheeseh
QUOTE(dzoo @ Nov 2 2010, 11:42 AM) *

getting cooler from time to time, these RCBots!!!!!!!!!!!!!!!
I'm looking forward to the following improvements
!!!!!!!!!!!!!!!

ok , i've uploaded a test DLL . 0.58 , dl from source forge

0.58
- TF2: bots already capturing the point don't return to defend points if they're being captured
- Orange Box: compatible with orange box HL2DM and other orange box mods
- returned bot spawn system back to normal for mods other than TF2

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

please test for Tf2 , HL2dm and other mods , as they will all be affected, no new changes except those above
MarD
Heyyo,

Cool stuff! Thus far though I am not having any luck trying it with Goldeneye Source Beta 4, Empires 2.25 (I still need to download latest) and Pirates Vikings and Knights II.. any idea what they should bet set in the "bot_mods.ini" file? Here's what I tried.. they load and I can waypoint but if I try to add bots they crash with no error messages.

CODE
#
mod = CUSTOM
steamdir = pirates, vikings, and knights ii
gamedir = pvkii
bot = HL2DM
#
mod = CUSTOM
steamdir = source sdk base 2007
gamedir = gesource
bot = HL2DM
#
mod = CUSTOM
steamdir = source sdk base 2007
gamedir = Empires
bot = HL2DM

If I set both mod and bot to "TF2" I get the "Unknown Command: bot" but if I change the mod or bot to any other type the game crashes on add. sad.gif
MarD
Heyyo,

Hmm, Yeah Cheeseh I can't get Rcbot2 0.58 to even work in CSS. Gives me the same error as before.

CODE
] rcbot addbot
[RCBot] bot added
Unknown command: bot


It would be cool to see rcbot working in mods cause I'd love me some Goldeneye Source with bots since there's like... no one online, lol. tongue.gif
Cheeseh
QUOTE(MarD @ Nov 29 2010, 06:53 PM) *

Heyyo,

Hmm, Yeah Cheeseh I can't get Rcbot2 0.58 to even work in CSS. Gives me the same error as before.

CODE
] rcbot addbot
[RCBot] bot added
Unknown command: bot


It would be cool to see rcbot working in mods cause I'd love me some Goldeneye Source with bots since there's like... no one online, lol. tongue.gif

if the game crashes then chances are its just like the old tf2 bot adding method, when it used to crash. Unfortunately theres nothing ~I can do about it cos its an engine problem i believe, it doesnt crash in the bot code.
WillardZ
QUOTE(Cheeseh @ Nov 2 2010, 06:16 AM) *

please test for Tf2 , HL2dm and other mods , as they will all be affected, no new changes except those above


Never mind.
Sjru
Just some ideas for bots behaviour (Only if the bots are still being developed):

* Engineers should prioritize rebuilding their destroyed sentry near their dispenser (If it wasn't destroyed and there is a sentry waypoint near it). Because i've found that sometimes when bots (manages) to destroy a engineer sentry (but not his dispenser) he would leave the dispenser alone to rebuild his sentry on another sentry location.

* Medics should not uber you randomly. (BTW: fix them, their lag until they heal makes them somewhat useless as healers)

* Perhaps a bit hard to do, but bots should "organise" themselves as scuads and harass as a group. I don't want to see anymore an entire team failing just because they attack alone and disorganised.

* Enemy disguised spies should stop staring at you as if they've just watched some goatse, so they could become a little less suspicious. Also, perhaps they could use their "lastdisguise" button to switch their weapon disguises to something more useful (engineer disguise with wrench instead of shotgun.)

* Basic support for medieval mode (I don't expect anything further than bots using their melee weapons).

* When there are no waypoints nearby, bots should "move" randomly in any direction instead of standing still, (See TFC FoXboT).

* Basic code support for loadout weapons, or any other weapon they may be handling that are not defaults (So if they suddenly get stripped of their main and secondary weapon but not their melee, they may switch to it instead of being rendered useless and having "civilian" neutral pose.

________________________________________________________________________________
__________
Edit: More suggestions.

* There should be an option to make a waypoint class specific, such as doublejump waypoints only to scouts or rocketjump to soldiers. I mean a separate option because just restricting doublejump to scouts and rocketjumps could break the waypoints on some maps where such waypoints share connections to others. (So it's only neccesary to add waypoints specific to rocket/doublejump).

* Make a waypoint option for "control point capture". While the actual method is OK for most maps it makes trouble for those hybrid CTF/CP maps. This would add compatibility which such maps. The other method should be still be used, however.

* Add some basic bot-chat options, just to inform other players what they will do (ie; "Attemping to cap a point;uberchanging X;chasing down Z;defending intelligence/CP", and so on.
Fillmore
QUOTE(Sjru @ Feb 17 2011, 12:18 AM) *

Just some ideas for bots behaviour (Only if the bots are still being developed):

* Engineers should prioritize rebuilding their destroyed sentry near their dispenser (If it wasn't destroyed and there is a sentry waypoint near it). Because i've found that sometimes when bots (manages) to destroy a engineer sentry (but not his dispenser) he would leave the dispenser alone to rebuild his sentry on another sentry location.

* Medics should not uber you randomly. (BTW: fix them, their lag until they heal makes them somewhat useless as healers)

They don't, they uber you when you get hit, they get hit or they see an enemy. But I think they should use the uber when attacking a control point and upon sight of enemies.

* Perhaps a bit hard to do, but bots should "organise" themselves as scuads and harass as a group. I don't want to see anymore an entire team failing just because they attack alone and disorganised.

This is possible but the method to accomplish it is very difficult.

* Enemy disguised spies should stop staring at you as if they've just watched some goatse, so they could become a little less suspicious. Also, perhaps they could use their "lastdisguise" button to switch their weapon disguises to something more useful (engineer disguise with wrench instead of shotgun.)

This sounds simple. Just make spies ignore enemies other than their targets. But it could be made better.

* Basic support for medieval mode (I don't expect anything further than bots using their melee weapons).

Pretty simple to make, at the moment just play all-demoman teams(the only bots who consistently use their melee weapon.)

* When there are no waypoints nearby, bots should "move" randomly in any direction instead of standing still, (See TFC FoXboT).

* Basic code support for loadout weapons, or any other weapon they may be handling that are not defaults (So if they suddenly get stripped of their main and secondary weapon but not their melee, they may switch to it instead of being rendered useless and having "civilian" neutral pose.

That might be difficult to accomplish, but maybe...

________________________________________________________________________________
__________
Edit: More suggestions.

* There should be an option to make a waypoint class specific, such as doublejump waypoints only to scouts or rocketjump to soldiers. I mean a separate option because just restricting doublejump to scouts and rocketjumps could break the waypoints on some maps where such waypoints share connections to others. (So it's only neccesary to add waypoints specific to rocket/doublejump).

I agree with this one. I've seen so many engineers fall down holes and other classes running into walls because they couldn't double or rocket jump as demanded by the waypoint.

* Make a waypoint option for "control point capture". While the actual method is OK for most maps it makes trouble for those hybrid CTF/CP maps. This would add compatibility which such maps. The other method should be still be used, however.

* Add some basic bot-chat options, just to inform other players what they will do (ie; "Attemping to cap a point;uberchanging X;chasing down Z;defending intelligence/CP", and so on.

They should also use pretty much a lot of their voice commands. (Help, Nice shot, etc.)

You got some nice ideas in there. Let's hope that they're added someday. I added the lines written in Italic.
Sjru
QUOTE(Fillmore @ Feb 19 2011, 04:44 AM) *

You got some nice ideas in there. Let's hope that they're added someday. I added the lines written in Italic.


Yeah, it's nice to dream. Honestly, with just Cheseeh it would take a "while" to do some of those things.
I also think that the best way to go is to send a mail to Robin Walker and have the bots featured on the blog. With that, we ensure that somebody would apply to give extra help coding RCBot.

QUOTE(Fillmore @ Feb 19 2011, 04:44 AM) *
Pretty simple to make, at the moment just play all-demoman teams(the only bots who consistently use their melee weapon.)


The only reliable way I found to make an entire team to play melee is to use a SM plugin (I think it's called meleemode) and enable it. Then use the command cc_bot_selectweaponslot to force bots to use the melee slot. Otherwise they remain in civilian reference pose because they try to use their normal weapons. It was also neccesary to use a script to repeat the cc_... command.

Here are other suggestions:

* Carth path waypoint: Even since bots follow the cart around, they sometimes "forget" where it is and, depending on how the map was waypointed, thing could just get slow or hinder a team advancement. With this kind of waypoint, the waypointer just would need to add that waypoint to the "cart path" and set the dependant area. So the bots, if they are lost, they know where to go to find the cart.

* Demo's layin' of stickies should be checked: I suggest a "sticky" waypoint (Probably better with radius) where the demomen should lay it's stickies. Of course he should lay stickies on dropped intelligences, while continuing to do its job on CP. Also defending demos should lay stickies on the cart and it's surroundings.

* Spies should desist to zap buildings while there are many enemies around. (Since now bots spot spies zapping buildings) and instead try to catch another prey while alone. On the other hand, spies SHOULD try to (At least) give up his life to zap a sentry WHILE other teammates are attacking the area, even if there are many enemies around. This would up the success rate of those attacks. Also, if possible, to train spies to stab'n'zap the engineer and their sentry.

* A "Visibility check" waypoint: Such waypoint would have normal visiblity checks (those when you create waypoints) when a bot attemp to use that waypoint. If the check fails, the bot would ignore that waypoint and look for other one. This would allow waypointing of changing areas, such as tc_hydro, when some areas are changed with walls or other obstacles, which cannot be pathed with normal "areaonly" or "area" waypoints.

* I don't know if it's possible, but perhaps RCBot could "use" or "borrow" the TFBot method of spawning bots, just to prevent the use of sv_cheats. Also, perhaps, if possible, revise and check TFBot to see how to fix the Medic-healing, heavy super-spread, and pyro invisible flame.

* A quick edit to the script system, to allow multi-cp maps such as cp_gravelpit to allow bots to try to cap both waypoints at once. Generally, a way to have advanced scripts without complicatin' that much.

* Allow pyro's to set friendly snipers huntman's arrows on fire (Notice that this happens accidentally if your hunstman sniper is near an attacking friendly pyro, as there are invisible flames).

* Basic spycheck?: Make bots suspect of a spy when they bump into an "teammate". * Make bots to suspect of those "teammates" that are staring/looking at them too much. * If bots suspect, make them to intentionally "bump" into the "teammate" to confirm if it's a spy. If it's is a pyro, or a bot with surplus ammo, instead make them to shoot to the "teammate", if the bots sees that the "teammate" is injured from the hit, make them proceed to confirm that it's a spy and kill it.

* A water type waypoint: As it's suggests: When a waypoint is flagged as "water" bots would try to go to such waypoints when they're burned/jarate'd/or other condition. Of course, that would need extra waypointing.

* Perhaps unlikely but I'll suggest it anyways: Add the ability for the engies to haul their buildings to appropiate locations if their "area" was moved. (eg in cp_granary, when 1 CP remains and the engi is still camping with his sentry on the other part of the map). This would allow the engy to move his nest to a nearer "area" (Which is set by the script) while remaining useful to his team.

* A "control" type waypoint, why?: RCBots gameplay is restricted to the map suffix (cp, to control point, ctf, to capture the flag, etc), which is a major hindrance on some custom maps, specially hybrid ones (CTF and CP). Having a waypoint that allows you to set the goals of the maps could be a good, easy way to solve this issue. Also, it would bots to play the gameplay mode that those maps offer, without being forced to change the name of that map to those of the gameplay (I've seen CP maps that are not suffixed CP). Incidentaly, bots should not use this kind of waypoint.
dzoo
I saw a video of the so-called Saigns Server.
these servers there are Bots like Rcbot2
they differ only:

- They wear hats
- and behave like other players (jump, talk,taunt, other)

the only problem
you need Premium access to the server! ph34r.gif
:8
These bots may cause a lot of ideas for future rcbot2
biggrin.gif biggrin.gif

video:

http://www.youtube.com/watch?v=674tz4gA0wQ

and a Saigns and TfBots fight

http://www.youtube.com/watch?v=ywbjC1xgSgQ...feature=related


Shans
please add support for insurgency the most realistic hl2 mod and cs promod
TesterYYY
* Can you make better rcbot waypoint menu because It's annoying to open everytime menu when I select only one option from menu it get closed. Waypoint option menu needs button OK so when you are ready you just press button and save waypoint settings.
* Add some waypointer settings in rc bot launcher to enable waypoints/pathwaypoints in game, enable some special waypointer binds (cfg, add, del, menu etc.)
Fillmore
QUOTE(TesterYYY @ Jan 27 2013, 11:39 AM) *

* Can you make better rcbot waypoint menu because It's annoying to open everytime menu when I select only one option from menu it get closed. Waypoint option menu needs button OK so when you are ready you just press button and save waypoint settings.
* Add some waypointer settings in rc bot launcher to enable waypoints/pathwaypoints in game, enable some special waypointer binds (cfg, add, del, menu etc.)

While the "enable waypoints/pathwaypoints in-game" option in the launcher sounds nice, those binds could be easily made by yourself and the console.

I've never used the menu, I just binded necessary commands biggrin.gif
genmac
Yo Fillmore can you show us your binds so I we'll have an idea how to do it like for
example wpts binds for snipers and ladders and flags etc?
Fillmore
QUOTE(genmac @ Jan 28 2013, 02:59 AM) *

Yo Fillmore can you show us your binds so I we'll have an idea how to do it like for
example wpts binds for snipers and ladders and flags etc?

Well, I've only got waypoint adding/removing and pathwaypoint creating/removing and team restrictions binded, for the other commands I just use the console. But what the hell.

bind f1 "rcbot waypoint add"
bind f2 "rcbot waypoint delete"
bind f5 "rcbot waypoint givetype noredteam"
bind f6 "rcbot waypoint givetype noblueteam"
bind f9 "rcbot pathwaypoint create1"
bind f10 "rcbot pathwaypoint create2"
bind f11 "rcbot pathwaypoint remove1"
bind f12 "rcbot pathwaypoint remove2"
Cheeseh
QUOTE(genmac @ Jan 28 2013, 03:59 AM) *

Yo Fillmore can you show us your binds so I we'll have an idea how to do it like for
example wpts binds for snipers and ladders and flags etc?


here's some more examples I would use something like...

for waypoint areas

bind kp_ins "rcbot waypoint setarea 0"
bind kp_end "rcbot waypoint setarea 1"
bind kp_downarrow "rcbot waypoint setarea 2"
bind kp_pgdn "rcbot waypoint setarea 3"
bind kp_left "rcbot waypoint setarea 4"
...
etc

// sniper waypoint for axis only (DOD:S)
bind kp_plus "rcbot waypoint add noallies sniper"
// TF2 sniper waypoint, red only
bind kp_plus "rcbot waypoint add noredteam sniper"
genmac
Tnx guys! Those are very helpful.
madmax2
Hey Guys,

Before I start my first full rcbot2 rcw, i'd like any suggestions that will make it easier/faster to complete. Here is my current exec key binds cfg. What most useful binds or cvars, should i add to it? I don't want to fill up the keyboard with to many binds, I like to keep them away from my playing keys, plus I probably won't remember them. I may need more radius options, and is there a recommended auto radius setting, mine is defaulted to zero?

Hey, genmac, i'd like to see your key binds, could you post them? thanks...

Here's mine:
CODE

//rcbot2binds.cfg

rcbot waypoint on
rcbot pathwaypoint on
rcbot waypoint drawtype 2
rcbot_notarget 1
mp_timelimit 0
rcbot pathwaypoint disable

bind "INS" "rcbot waypoint add"
bind "DEL" "rcbot waypoint delete"
bind "END" "rcbot waypoint save"
bind "HOME" "rcbot waypoint load"
bind "-" "rcbot waypoint menu"
bind "PGUP" "rcbot pathwaypoint create1"
bind "PGDN" "rcbot pathwaypoint create2"
bind "[" "rcbot pathwaypoint remove1"
bind "]" "rcbot pathwaypoint remove2"
bind "F2" "rcbot waypoint info"
bind kp_ins "rcbot waypoint setarea 0"
bind kp_end "rcbot waypoint setarea 1"
bind kp_downarrow "rcbot waypoint setarea 2"
bind kp_pgdn "rcbot waypoint setarea 3"
bind kp_leftarrow "rcbot waypoint setarea 4"
bind kp_plus "rcbot pathwaypoint deleteto"
bind kp_minus "rcbot pathwaypoint deletefrom"
bind KP_ENTER "rcbot waypoint drawtype 0"
bind kp_slash "rcbot waypoint drawtype 1"
bind kp_multiply "rcbot waypoint drawtype 2"
bind kp_del "rcbot waypoint updateyaw"
bind kp_5 "rcbot waypoint setradius 10"

I've been using the waypoint menu a lot, for givetype's. I got used to using the rcbot1 menu, which is simple, efficient and i got fast at using it, lots of repeated key presses tho.. I know, currently, cheeseh is bug hunting, and it has been allready suggested here, but i'm adding my vote for an improved menu in some future rcbot2 release. New waypointers tend to use the menus first, so i think it might make it easier for some people to get started at waypointing.

I know some of this has allready been said rolleyes.gif, but here are my waypoint menu suggestions:

1. If it can be done, eliminate the 2 key press to get into the menu.

2. Allow multiple selections, no more auto exit on first selection, add a back/previous button too... this is actually my most desired item on the list, just doing this would help a lot... maybe just this can be added for the short term???

3. Either group simular items together with sub menus, or put the most used items/givetypes first. If you did sub menus, you could add a page for a selection of different radi. Omnibot had that in its menus, i used it a lot...

4. Add a numeric option for each button, give us the option to use the mouse or keyboard.

5. If you have to, dump the fancy graphics/mouse/button thing, for simple text keyboard input like in rcbot1. At any rate, keyboard input is faster that mouse presses, unless a back or previous button is added to the menu, and multiple selections can be checked off.

Anyways, thats my 2 cents worth, heh heh... I have a couple wacky ideas, but now's probably not the time... tongue.gif

max
genmac
Ok here are my binds that I use a lot at the moment for wpting purposes...


bind "F5" "rcbot waypoint on"

bind "F6" "rcbot pathwaypoint on"

bind "F7" "rcbot waypoint off"


bind "t" "rcbot waypoint add"
bind "y" "rcbot waypoint delete"

bind c noclip .....very important too.

bind "i" "rcbot waypoint save"
bind "u" "rcbot waypoint menu"


These are very important so I can put paths where I want them etc...
bind "o" "rcbot pathwaypoint create2"

bind "p" "rcbot pathwaypoint create1"

bind "k" "rcbot pathwaypoint remove2"

bind "l" "rcbot pathwaypoint remove1"

bind "[" "rcbot_wpt_pathdist 0"
bind "]" "rcbot_wpt_pathdist 500"

g, h, j, are reserved for path distances like 50-200 then I would overwrite them
for radiuses when finalising the wpts.



Others are all set to numpad keys...

For wpts draws...very important for me.
bind "KP_INS" "rcbot waypoint drawtype 0"
bind "KP_ENTER" "rcbot waypoint drawtype 1"

bind "KP_DEL" "rcbot waypoint drawtype 2"

for multi givetypes...
bind "KP_LEFTARROW" "rcbot waypoint givetype noallies sniper machinegun defend"

bind "KP_5" "rcbot waypoint givetype noaxis sniper machinegun defend"


others...
bind "KP_RIGHTARROW" "rcbot waypoint givetype noallies"
bind "KP_PGUP" "rcbot waypoint givetype noaxis"

bind "KP_HOME" "rcbot waypoint setradius 0"
bind "KP_UPARROW" "rcbot waypoint updateyaw"

Sometimes I forgot which is which so I just bind new ones hehe.


For bot testing purposes...
bind "." "rcbot addbot" ....all my games that has bots that's the key I always use to spawn them one at a time.
This one needs some tweaking coz it sometimes add bots too much on the other team if pressed too fast.

bind "/" "rcbot kickbot" ...This one needs some tweaking as well coz it sometimes removes bots too much on the other team
if pressed too fast.

bind "F4" "exec kickall" ...I made some configs here to kick all bots in one key stroke.

bind "F9" "exec kickallallies"

bind "F10" "exec kickallaxis"


Ok that's about most of it.


Always hit SAVE key when making wpts coz you never know dods might suddenly crash and loose all
wpting work so I always hit it a lot while my fingers hovers the keyboard.

And back up the wpt asap as well coz you never know your pc might suddenly go berzerk hehe.
Fillmore
QUOTE(genmac @ May 13 2013, 09:01 AM) *

-readthepostaboveyourself-

The sudden crashing is a bitch, but having rcbot_runplayer_hookonce set to 0 fixed it for me.
Cheeseh
QUOTE(Fillmore @ May 14 2013, 07:26 AM) *

The sudden crashing is a bitch, but having rcbot_runplayer_hookonce set to 0 fixed it for me.


I've made a lot of fixes and changes for tf2 in the next update, including two crash issues, hope it will reduce the crashing

as for a waypoint menu, I am working on it now, it looks like this so far. I will add more options later.

The waypoint flags shows the same colour as the waypoint. and opens a new menu to add extra types, the menu doesn't close until you press exit. The waypoint flags menu has all the colours for the types too




madmax2
Thanks for working on the waypoint menu cheeseh, can't wait to try it... I see radius & wpt values on the menu, numeric selection, & submenus, very nice... biggrin.gif

@genmac
Thanks man, for your key binds & tips..

@Fillmore
QUOTE

The sudden crashing is a bitch, but having rcbot_runplayer_hookonce set to 0 fixed it for me.

With dods, my crashes were mostly with debug usage before the .73 update, and I havent used debug much lately. But I may of had a couple crashes, so I may have to try this? It's been so few lately, I didn't even think to try this... rolleyes.gif
genmac
Mine normally never crashes except when I use sourcemod dods_dm but on one custom map only so far probably some corrupted dm spawn points.

One time it crashes when bot uses a wpt capture with prone tag so I just removed that and it was ok again.

Sometimes my kid would snick on me when I take a break and would quit dods since he knows where the "quit" command is binded on hehe. But lately he loves to play dods in god mode haha!

@Cheeseh...Nice to know you're improving the menu.
Cheeseh
QUOTE(genmac @ May 15 2013, 04:38 AM) *

Mine normally never crashes except when I use sourcemod dods_dm but on one custom map only so far probably some corrupted dm spawn points.

One time it crashes when bot uses a wpt capture with prone tag so I just removed that and it was ok again.

Sometimes my kid would snick on me when I take a break and would quit dods since he knows where the "quit" command is binded on hehe. But lately he loves to play dods in god mode haha!

@Cheeseh...Nice to know you're improving the menu.


Hey guys have you since tried the new waypoint menu? Let me know what you think
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