View Full Version : flashbangs
elitejavi
04-10-2004, 05:04
hey, i've been playing (and hearing all star-smash mouth:D ) and i thinked in something: why all the bots that came from pod bot that i tryed(POD bot , EPB , IVP, and YaPB) the bots don't get blinded by a flashbang?
i really think that it'll be a good idea to update that becouse most of the CS players like to do tactics with the flashbangs and in the bests bot(YaPB:D)(my opinion:)) you can't do it:( (i don't buy flashbangs anymore:'( ) so i hope that in the next release the bots got blind with them, please!
seeya
Pierre-Marie Baty
04-10-2004, 15:53
they do, but given their skill level, it doesn't last long. It might be a good idea to increase the delay a bit.
The problem of not affecting all pod clones the same like human-players is also this - pod interception is based much at hearing (they have extremaly hard hearing system like a dog) - so even if You blind them, they can hear You and they will face at You to shoot at You. This is not realistic , but exists in podbot since old 2.0 version (if I remember good).
elitejavi
04-10-2004, 20:22
and, what can you(im not a coder, the moderator thing is only the old bug)do?
seeya
Pierre-Marie Baty
04-10-2004, 22:59
good point, KWo. A simple approach would be to disable bot hearing during the time the bot is blinded. It's easy to do.
Another approach (more realistic) would be to make the bot's sensitivity gradually increase after the flash - random offsets, all the stuff.
and, what can you(im not a coder, the moderator thing is only the old bug)do?
Unfortunally - me nothing , because I'm also like You not a bot coder. :( But I think Whistler and sPlOrYgOn will be able write something like PMB sugested one post above. ;)
elitejavi
05-10-2004, 04:25
well, i hope the next release gets out fast, i am desesperated
thanks
(oh! and happy 400th anyversary:) )
seeya
Whistler
05-10-2004, 07:14
actually bots don't hear anything when they are blinded...
// Don't listen if seeing enemy, just checked for sounds or
// being blinded (because its inhuman)
if (m_flSoundUpdateTime <= gpGlobals->time && FNullEnt(m_pentEnemy) && m_flBlindTime < gpGlobals->time)
{
sPlOrYgOn
05-10-2004, 07:18
The thing that makes them seem as though they can see is that they aim at the exact spot which they last saw you and spray.. so if you go pass that spot you're dead...
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