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-   -   Pagyra's suggestions (http://forums.bots-united.com/showthread.php?t=7599)

Pagyra 09-06-2010 08:53

Re: Pagyra's suggestions
 
Given the distinction between different types of behavior of bots, and demand for different waypoints for different types of behavior bots - propose to create a plug-in for automatic processing and creation of maps of waypoints as is done in zbot.

And also want to create a plug-in "realistic behavior of real player"
carrying out binding waypoints to the active objects (buttons, doors, hostages, break the limits, stairs) and conditions with passive objects - low light, smoke / fogging "review sprites, the possibility of tactical lumbago thin walls and positions on the sounds / and conditions.

I propose to do this separate plug-ins - as I understand that the core / basis change is difficult.

Pagyra 10-06-2010 11:09

Re: Pagyra's suggestions
 
To begin creating an automatic 'autowaypointer' is simply to arrange the usual Waypoints all over the map - autowaypoint available during normal movement of the player, then arrange the Waypoints that will be available in case of jumps and squats, then depending on the proximity of objects to place / replace Waypoints indicating their type of bomb / spawn / hostage / camp / ...

Zbot - apparently made in this way - because when you create them to see the movement of the bot waypoints on the map.

Ancient 10-06-2010 17:14

Re: Pagyra's suggestions
 
There are 3 different types of waypoint styles so far.
Manual waypointing (found in RCBot, YaPB, e[POD]bot, Podbot MM etc...)
Auto Waypointing (JoeBot, zBot/CSBot, jkbotti)
Follow Waypointing (RealBot) *Will follow human players and create waypoints accordingly*

I suppose if KWo could get the source for auto-waypointing from JoeBot or JkBotti then maybe he could implement. But also think about how much time and work that may need. I've noticed his last bugs and fix list, and most of them are quick easy fixes. :S

This is a great suggestion, but I don't know if KWo can handle this alone. If someone else were to help implement the auto-waypoint source into podbot mm, this could definitely become a reality.

KWo 10-06-2010 20:43

Re: Pagyra's suggestions
 
Quote:

Originally Posted by Ancient (Post 61767)
This is a great suggestion, but I don't know if KWo can handle this alone. If someone else were to help implement the auto-waypoint source into podbot mm, this could definitely become a reality.

Only the laziest waypointer could support the auto-waypointing idea... :P
I'm going to take a little break again from coding pb mm. I was working hardly last couple of months on its code. Even if those changes/bugfixes wasn't big, they were consuming a lot of my time... So I'm not going to implement anything new for a while (only eventually bug-fixes in urgent cases).

Pagyra 16-06-2010 14:14

Re: Pagyra's suggestions
 
Then there is no sense to write new ideas

Pagyra 03-07-2010 22:42

Re: Pagyra's suggestions
 
I would like to add regarding the organization of voice chat, voice radio - that the bot could have to designate targets even without a special designation zones and Other tips for making them bind to the names of textures, lights, materials (on hearing the sounds of them) so let's say you can immediately make binding on the word "door , Ventilation, windows, stairs, box, water, in darks, ... "
Also, let's say you can do attitude and a binding target position to the bot, or team-mate (denoted by) as the words "under me, beside me, above me, behind me (you)".
His attitude towards the situation of individual objects, "he was behind the door," he's sitting right after the box. " Or even showing the targets - "he bombplace A for the most distant from your box"
with respect to the names of decorative sprites or models - it is under a bush, "it behind a tree," it behind a car.
So in principle it is possible to make radio team even better than Zbots.
The main thing that this team radio as information reaches not only to players but also to the bots) making their game even better, realistic and well thought tactically. Again, only in the case of designation must be made priorities of conduct for bots (depending on the situation, position and strength of the enemy and the team towards the target (it is desirable to introduce some kind of database to designate areas for bot during a round), mate.

CS1.6 03-07-2010 23:36

Re: Pagyra's suggestions
 
Quote:

Originally Posted by Pagyra (Post 61855)
I would like to add regarding the organization of voice chat, voice radio - that the bot could have to designate targets even without a special designation zones and Other tips for making them bind to the names of textures, lights, materials (on hearing the sounds of them) so let's say you can immediately make binding on the word "door , Ventilation, windows, stairs, box, water, in darks, ... "
Also, let's say you can do attitude and a binding target position to the bot, or team-mate (denoted by) as the words "under me, beside me, above me, behind me (you)".
His attitude towards the situation of individual objects, "he was behind the door," he's sitting right after the box. " Or even showing the targets - "he bombplace A for the most distant from your box"
with respect to the names of decorative sprites or models - it is under a bush, "it behind a tree," it behind a car.
So in principle it is possible to make radio team even better than Zbots.
The main thing that this team radio as information reaches not only to players but also to the bots) making their game even better, realistic and well thought tactically. Again, only in the case of designation must be made priorities of conduct for bots (depending on the situation, position and strength of the enemy and the team towards the target (it is desirable to introduce some kind of database to designate areas for bot during a round), mate.

stupid idea

Ancient 03-07-2010 23:59

Re: Pagyra's suggestions
 
Quote:

Originally Posted by CS1.6 (Post 61865)
stupid idea

Care to give some insight on why it's not a good idea?
Or maybe some suggestions to enhance his idea to make it better?

There has to be some reasons why it's not a good idea, there is 2 parts to every argument. By immediately dismissing something, it looks and feels like you are doing this on purpose in a mean way.

I've had lots of my ideas to improve a game immediately dismissed and it doesn't give a good feeling. ;)
Please be patient with other forum users.

CS1.6 04-07-2010 00:02

Re: Pagyra's suggestions
 
Quote:

Originally Posted by Ancient (Post 61867)
Care to give some insight on why it's not a good idea?

yes..i ll give it to you via pm

Ancient 04-07-2010 00:35

Re: Pagyra's suggestions
 
It wasn't a good reason.
And I'm gonna pretend you never sent it to me.

If you're not going to give any suggestions for improvement on ideas, then there is no need for you to post on them. There are better outlets for your anger, don't dispose of it here on the forum.


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