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Re: Work In progress (WIP) #9
1) fixed afaik now
2) i did not work on this, because i don't see any real problems. I do want to add more goals so bots will be forced to go to different locations more often. 3) nice one 4) i dont see real importance in this one yet, as a bot following you will not be that smart... yet :) 5) basicly works now (beware) 6) i have added an 'interact with friends' function, but it does not do a thing yet , it should handle cases like this. 7) see 6 8) i don't know if that is possible (any coder knows how to identify enemy weapon?) 9) yes, stupid t always sits on it :) Quote:
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Re: Work In progress (WIP) #9
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// has my enemy got a big badass weapon ? |
Re: Work In progress (WIP) #9
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Re: Work In progress (WIP) #9
some other notes about imporving
- stuck - bots got stuck ute often and seems that causes the bigger chokes/pings in game - see when 3 bots get stuck insome stupid places and all goes more laggy as it was written bots could get back or move in random similar with bomb planting - semms they are stuck with the c4 model and thus are stuck like dumb - i remeber old botaim or podfix plugin solved it on podbot, gonna see if it works on realbot aditionally i love de_train - and seems bot get sometimes no idea how to crouch!!! they gpt stuck just on the edge of the train and not crouchning nuder it. - jump - they seem not to jump much - running with more random paths - i guess this is quite important especially with 5on5 Also on de_train they seem to run almost always the same route - rush in in middele way across trainyard - they really randomly have taken other routes - shooting, not only till clip empty, but soemtimes they shot 1 bulelt and HS! it relaly looks stupid - they could send bursts, or dependingly on clip capacity defne burst range (like 20% of clip is a burst so tehy would not burst with deagle :P) - reactions - as before sometimes too fast, gonna try botaim plugin under mm, we will see the results, maybe adding alos sytsem of shot through walls as it was in podbot - so lts say 4 bullets across the corner if player dissapeared (tracking the enemy, some simple lienar prediction) - grenades, seems bot don;t know htey can e bought and more, used :D - radio - eh they are just not listening i've been using them on linux, wip 9 steam (more info in help thread) under windows i was using bots from cs.rin.ru - ripped form official release by russians - in fact i have not seen better bots than that yet if i manage i gonna make a pack for manual zip install for windows (i wish there was linux version, they are awesome!) |
Re: Work In progress (WIP) #9
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bad idea, especialy here on the BU server, is no place for illegal software. so i kindly ask you to keep that kind of stuff and talks out of here, we do not want that here, we acctually do not want software be stolen anywhere. imagine most people running Bots United do make their living on coding software, doing research and providing services; even the guy who made the bot you stole is amongs the members of BU...... oh and of course our rules, you accepted when joining, prohibit warez in any form (no links, no guides, no help), and you will most probably get warned/baned when you break this rule. http://www.bots-united.com/member-rules.html cheers |
Re: Work In progress (WIP) #9
well said memed. Its sad that people always have to refer to things like this 'in order to help'.
comments/tips/hints/suggestions about realbot are welcome in these posts. Warez, or any kind of illegal thing may not be posted! |
koay, sorry for that
but as i said "if i manage", and seems i will not be able to manage so no scram ppl :] besides if i would really wanted to provide some links there would be full of them allready. i will obey the rules. btw anyone of you have seen bots from turtle rock studios in action? (just curious) |
Re: Work In progress (WIP) #9
I got a few probs / comments which i'd like to bring up, i mentioned them in another thread, but it was barely read, let alone commented on :p
Firstly, when flashbangs go off, rather than the bots standing still ripe for the knifing, maybe have them run around randomly spraying in the rough direction the nade came from.. This would make them act more 'human like' Secondly, i've noticed in some maps (rat maps for example) the bots seem to have a death wish, and will randomly jump off high areas of the map, with no concideration for their health. Humans sometimes do this, but only when they, know it wont kill them. Bots however, will jump off somewhere that will take 5 health when they only have 2 left :p and Lastly, i've been playing one particular rats map on my server with the bots, it has a lot of ladders, climbing and decending etc, but, all the bots seem to stay at the spawn area, without leaving. The map has been fully explored by players for over 12 hours now. was wondering if this could be fixed :/ (Probably related to bots avoiding ladders like the plague) Also, i've noticed that 'remove' doesnt work as expected (at least under linux) i often do a realbot remove 10, and the number of bots that are removed, is random. sometimes none will go, other times, 5 will go, but never all 10. i performed this command 10 times on 16 bots, and i was left with about 6T bots remaining :/ [EDIT] Using WIP #9 (Realbot v3005) [/EDIT] |
Re: Work In progress (WIP) #9
I have been reading your message, and in my reply you can find answers to them:
- i have made some work on the ladders, they will do them (follow the progress thread) next time (or atleast TRY them) - Random shooting when blind is in - death wish is still 'in', probably due the 'height checking'. When a bot can be damaged by only 5 percent orso, it won't ignore the connection (because lots of players also take it, even when it costs health). I will try to make some check for it though. |
Re: Work In progress (WIP) #9
maybe in the personality file you could put 'fear heights'
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