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Re: Work In progress (WIP) #9
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- CT don't defuse (0 of ~15 times yesterday on my server, WIP #9, linux 217.172.178.203:27015 , CD req!, amxmod access if you want no prob) - too much running with head tuned backwards - in the console (linux) it still claims to generate personalities on random base, allthough .ini files exist and do not change their modification time, easy to see, all bots should aim far too much to the left (offest in ini file 2.0+) , they don't (Hs,Hs,Hs,...) - they don't reload unless the gun is empty in a fight [even this is far from good], they run around a long time with only few bullets left - they don't take care of the time (i.e. 3 bots just run away, with only one enemy left, who then wins due to time out) :-) |
Re: Work In progress (WIP) #9
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AFAIK admin_timelimit increases it for all levels, i ment that feature where you can vote for extending a map, i know it must be there because i define how often and how long it can be exetended, but nowhere they tell how.... (this is true for amx and adminmod and google wont help, these phrases are too generall you get gizillions of hits) cheers |
Re: Work In progress (WIP) #9
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admin_timelimit simply sets mp_timelimit. You could set mp_timelimit in the server.cfg (and setting "mapchangefile server.cfg") to the default value you prefer. But admin_timelimit requires some admin privileges... You could enable hldsld style map voting and auto voting at map end. A few minutes before the map ends the server anounces a map voting. You could say a map name to vote for a specific map or say "extend"... but this is getting a little bit off-topic ;) |
Re: Work In progress (WIP) #9
First off: hello everyone. I'm new to the forum, but I've been following them since WIP#7 (I know, that wasn't too long ago). Anyway, I thought I'd post a few thoughts since Stefan asked.
1. Bots don't react well to ladders. Mine have never climbed one, and when descending one they tend to fall off half way down (this is specific to assault maps since that's what I run on my server the most). 2. It would be cool if the bots paced less. Often I see them go back and forth between nodes when I'm sure there are others nearby that they could go to since they have before. 3. An option in the ini files that would have the bot attempt to knife if they were within range would be cool. They run with knives out sometimes so I would like to see them use em. Not to mention the utter humiliation a player would feel if they were knifed by a bot :) 4. Reloading more often (I'm pretty sure Stefan already mentioned he was working on this). Maybe a trigger where if they have less than 50% ammo and they are not within sight of an enemy they automatically reload. 5. Hiding upon reload. If they would run around a corner or something when they did reload during combat it would be cool. Too often they are easy targets when they just squat and reload right in front of you. 6. Chat. Especially when dead, it would be cool to see them talk. 7. Banning weapons. It would be cool to be able to say which weapons they cannot buy ever. 8. Limiting weapons. For those times when you're feeling like a knife fight, or maybe pistols. A simple command to make all bots use a certain weapon would rock. 9. Less running backwards. Sometimes it's awesome, but when a bot will keep running backwards toward you without firing when you're laying into it seems odd. 10. Setting for paths. It would be cool if you could set a percent value for how often a bot would take the same path it did in the last round. That would help to make them more "humanlike" I would think. 11. AI that would tell them what type of map they're playing on, thus what their goal should be. They will grab hosties, but never all of them. Usually, they seems to grab two then take off running. This is on bots that have their hostage rescue percent in the ini file to 90 or better. 12. Always attempt to defuse while CT on a bomb map. I've seen them attempt a couple times, but mostly they just run around still. Ok, I'm done for now. Sorry for the length. Also, I'm a relative newbie when it comes to Realbot so I apologize if some of my items are actually already there. Please let me know if that is the case, and what I can do to utilize it. -Axl |
Re: Work In progress (WIP) #9
Ok I just notices something with WIP#9 with realbot internet 1 set. When a real player joins the game, ALL bots are kicked by console...?!?!?!
ANy ideas?? One other thing I just noticed, mp_autoteambalance, does it only affect human players or is it supposed to keep the bot teams even? I'm using realbot internet 1 if that makes a difference. |
Re: Work In progress (WIP) #9
yea, the linux problem i posted earlier is still effecting. I went back and looked. I have about 35 or so rbn file for all types of maps in the map folder in the realbot folder. But when I go to play those maps its as if its either not loading the rbn file OR the rbn file was not saving paths when it was created because the bots just sit at spawn untill you make paths again and then they will move.
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Re: Work In progress (WIP) #9
thats odd though, when RB is able to SAVE it is also able to LOAD... unless your linux setup is wrong? I have no clue what this could be as i use the exact lines of code to load other stuff. The LINUX path parser works fine.
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Re: Work In progress (WIP) #9
For some added info, I've had ct's disarm bombs quite often actually it's been rather funny to watch the ct bot or terrorist bot plant\disarm while the rest of the players are ignoring it. Perhaps this has something to do with thier training or then the code?
"Ok I just notices something with WIP#9 with realbot internet 1 set. When a real player joins the game, ALL bots are kicked by console" .. on win32 or linux I'v yet to have the problem on win32. About the autoteambalance that should be disabled as it conflicts with the bots, perhaps that's why they all get kicked? (though I base setting it to 0 on the ai1.0 docs) |
Re: Work In progress (WIP) #9
That seemed to only be a one time occurance KH. Haven't seen it any other time I tested it.
One small thing though, when I set realbot internet 1 & realbot max 4, it loads 8 bots instead of 4. |
Re: Work In progress (WIP) #9
The only bug i've experienced with it is, it seems like my Linux server randomly Kicks bots out of the server. Wether I have internet mode on or not, they will just get kicked out of the game. If humands are in the game or not, they randomly get kicked.
It occures just by normal playing, it deosn't say that they left or anything, but that they were Kicked out of the server. |
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