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Re: Denny, The Ghost, Crapshoot
Well it seems that everytime you fall into the water you get around 14 seconds before you start running out of air. So maybe the bots could have some sort of internal counter that counts down 14 seconds and we'll say at 11 seconds they go back up for air to the nearest node and wait for 3 or 4 seconds then go back under if needed. Could that be possible? From the looks of it it seems you got it to where they know there underwater, i figured that'd be the hard part.
It's just an idea in case you were interested. :) Edit: Also mal, what's the Node Connections thing for? I seen it on the in-game node HUD. |
Re: Denny, The Ghost, Crapshoot
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Re: Denny, The Ghost, Crapshoot
I think it would help if they had only one priority..and thats to get out of the water.
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Re: Denny, The Ghost, Crapshoot
New patch up.
Let me know how they do on assault now. |
Re: Denny, The Ghost, Crapshoot
Another patch up, fixes a few issues with combat movement.
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Re: Denny, The Ghost, Crapshoot
New patch up - some more combat improvements, and better goal logic for CP maps. Bots with important goals are more focused on goal, and less on fighting now.
Also updated guide with info about bots.cfg file usage. |
Re: Denny, The Ghost, Crapshoot
New patch up - fixes the delay at spawn, adds a new cvar "node_defaultRadius" which defaults to 70. This cvar will set all of the nodes radius that you create to whatever value you want. Several other fixes and additions. Action/node clear now correctly report the node/action numbers as being 0.
Updated the guide - check it out for some tips and more info about the patch. |
Re: Denny, The Ghost, Crapshoot
Nice patch mal, does this include the updated CP Goal Handling?
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Last nights patch had the updated CP handling. ;) If its not working, let me know. |
Re: Denny, The Ghost, Crapshoot
Hey, just so you both know - I just found out that the BU e-mail server is having problems, so any e-mail you've sent me in the last couple days has been lost, and I have no idea when the e-mail is going to be back up. :(
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Re: Denny, The Ghost, Crapshoot
New patch up!
Fixes a few eng plant issues - they should be smarter about selecting objs to blow. A few fixes to the nade/arty avoidance code a new action: ACTION_ENGCAMP. This is ONLY for dual obj maps (define a dual obj map in your script). If the map is dual obj (like depot), you can create ACTION_ENGCAMPS, which are special eng only camp actions, that you can position near their teams obj, so they stay in the area to defuse in case someone plants. The majority of eng bots will always go to plant, it will be only a minority that will decide to use the eng camp. Place just like you would any other camp action - it is basically just a special camp, that allows the engs to plan their offense/defense better on dual obj maps. If you do use it, place several, so that the engs are not always in the same place, and aim points to look at while camped are recommended. NOTE: on a non dual obj maps, engcamps are ignored. |
Re: Denny, The Ghost, Crapshoot
BTW: I'm told the BU e-mail is working again. :)
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Re: Denny, The Ghost, Crapshoot
How do we use that command? Like /action_engcamp 1 1 to make the engineer camp an axis engineer camp?
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Re: Denny, The Ghost, Crapshoot
You use it like you use normal actions.
ACTION_ENGCAMP = 7. If you want only axis bots to camp somewhere, make the axis obj of the action be 7. |
Re: Denny, The Ghost, Crapshoot
New patch up - this one ups the limit on script keywords.
There are now a maximum of 128 script keywords allowed total in your script, and 64 allowed per action test. |
Re: Denny, The Ghost, Crapshoot
New patch up - this one solves issue of game not running a new bot cfg when running a map rotation.
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Re: Denny, The Ghost, Crapshoot
New patch up - this should fix the bugs with the new engcamp actions, and any other problems with other classes and camp points.
Let me know Denny |
Re: Denny, The Ghost, Crapshoot
ANOTHER patch - fixes yet another camping issue.
Denny: let me know how they're doing on Depot now. |
Re: Denny, The Ghost, Crapshoot
Yet ANOTHER patch - this fixes another camping issue. Should be the last for tonight :)
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Re: Denny, The Ghost, Crapshoot
New patch up.
New script cmd: node_disconnect It works EXACTLY like the node_connect cmd, except everything is in reverse! ;) A few other fixes and features. Crapshoot, mp_tank should work just fine now. Denny, on depot engs should be more aggressive about disarming any dynamite on their team's obj. |
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Re: Denny, The Ghost, Crapshoot
Actually, its a script cmd, not a console cmd.
Since you mentioned it tho, I'll make it a console cmd too. :) |
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However it could be useful as a console command as well. |
Re: Denny, The Ghost, Crapshoot
New patch up - this adds node_disconnect as a console cmd too. Works exactly like the node_connect console cmd.
A few other fixes as well. |
Re: Denny, The Ghost, Crapshoot
New patch up. This has a few, misc fixes, as well as a big fix to the bot aiming code for smg's, the venom, and the panzerfaust.
There SHOULD be less instances of the bots TK'ing someone who runs into their line of fire, but it needs lots of testing to make sure its working like it should. Let me know if you notice a difference. |
Re: Denny, The Ghost, Crapshoot
New patch up.
This has a bunch of tweaks and improvements to their combat code. No more predictable grenade use, they have better situational awareness, etc, etc. Let me know if you notice a difference or see any bugs! |
Re: Denny, The Ghost, Crapshoot
Check you're e-mail mal, asap.
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Re: Denny, The Ghost, Crapshoot
New patch up.
A few sniper issues fixed. A few other various issues fixed. BIG sv_pure issue fixed! Thanks go to Denny for pointing it out. |
Re: Denny, The Ghost, Crapshoot
Nevermind
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Re: Denny, The Ghost, Crapshoot
New patch up. This is an important one! :D
Check your e-mails for details on what this new patch is about and what it changes. Crapshoot - don't work on Beach anymore until you get this patch and read the e-mail! |
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Re: Denny, The Ghost, Crapshoot
Yes.
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Re: Denny, The Ghost, Crapshoot
New patch up!
Node HUD issue fixed. Eng issue(s) fixed. Other misc issues fixed. |
Re: Denny, The Ghost, Crapshoot
New patch up.
Max bot issue fixed. Action ENG_CAMP has been fixed. |
Re: Denny, The Ghost, Crapshoot
Updated guide.
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Re: Denny, The Ghost, Crapshoot
New patch up!
This one has some experimental awareness improvements - I'm not sure if I like them yet. The bots SHOULD be more aware of sounds (especially when camped). Test it out and let me know what you think. |
Re: Denny, The Ghost, Crapshoot
New patch up!
Mostly minor tweaks and fixes. Test it out and let me know what you think. |
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