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Re: Bots and breakables... once again
*BUMP*
New problem: Now bots are so keen on shooting breakables all around them that they even shoot the very breakables they are walking on. So when they have to cross an abyss on a wooden log or when they are walking over breakable ice, they make themselves fall down, which is pretty stupid. In some maps like de_sahara, it makes certain passages unavailable for bots which worked perfectly before. In de_chateau, there are some boards used to cover a gap in the floor - guess what will happen now? Can their detection of brekables be limited to breakables around them and not under or above them? The only occasion when they really need to shoot a breakable above or below them is when there's a WP connection passing through that breakable or at least near it. The ideal solution IMHO would be to leave the code concerning breakables around them as it is, and change the code concerning breakables above/below them in a way that they detect breakables only in a certain proximity to a connection between waypoints. |
Re: Bots and breakables... once again
oops I forgot to respond to this post :D
I'll fix it :) |
Re: Bots and breakables... once again
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Re: Bots and breakables... once again
Ideally bots should not shoot at breakables if there's a waypoint on top of it.
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Re: Bots and breakables... once again
Ideally bots should not shoot at breakables if they don't need crash breakables. :)
I mean this - if bot needs to go throw some glass (or some other breakable) from WP x to WP y (and there is a connection between these WPs) - if bot detects it as an obstacle to go - then it should shoot at it. It's human like - we do the same - we shoot only at these breakables they are some obstacles for us. Don't need to shoot at all possible breakables arround. :) |
Re: Bots and breakables... once again
really ? don't you get sometimes bored in assault as an terror and start shooting those glass stuff ? hehe, I often do, and so my bots :P
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Re: Bots and breakables... once again
Seems - I have to see how Your bots are good on cs_house and cs_arabstreets then... ;)
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Re: Bots and breakables... once again
The most difficult part could be that going back to like it was before (bots would only shoot a breakable if a connection went right through it, which prevented bots from shooting more than one breakable and thus could cause them to get stuck) is not a good solution. Bots should still be able to destroy two or three annoying breakables (e.g. wooden boards that block a shaft entrance), but only if a connection passes nearby... I hope that's possible. ;)
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Re: Bots and breakables... once again
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Re: Bots and breakables... once again
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*NEW BOT* RAGE BOTS!!! SHOOTS EVERYTHING! ;)=) |
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