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-   -   Denny, The Ghost, Crapshoot (http://forums.bots-united.com/showthread.php?t=4195)

Denny 21-07-2005 19:51

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.

Maleficus 22-07-2005 05:31

Re: Denny, The Ghost, Crapshoot
 
Quote:

Originally Posted by Denny
Edit: Also mal, what's the Node Connections thing for? I seen it on the in-game node HUD.

Its just extra debugging info - shows what nodes are connected to that node.

CrapShoot 22-07-2005 06:31

Re: Denny, The Ghost, Crapshoot
 
I think it would help if they had only one priority..and thats to get out of the water.

Maleficus 22-07-2005 06:45

Re: Denny, The Ghost, Crapshoot
 
Quote:

Originally Posted by CrapShoot
I think it would help if they had only one priority..and thats to get out of the water.

Agreed. Its something I need to get to. Hopefully with last nights patch, they wont fall in nearly as much in the mean time.

Denny 22-07-2005 08:24

Re: Denny, The Ghost, Crapshoot
 
Quote:

Originally Posted by Maleficus
Its just extra debugging info - shows what nodes are connected to that node.

Ah, nice addition. :)

Maleficus 28-07-2005 07:20

Re: Denny, The Ghost, Crapshoot
 
New patch up.

Let me know how they do on assault now.

Maleficus 28-07-2005 09:53

Re: Denny, The Ghost, Crapshoot
 
Another patch up, fixes a few issues with combat movement.

Maleficus 29-07-2005 10:19

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.

Maleficus 30-07-2005 06:48

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.

Denny 30-07-2005 08:10

Re: Denny, The Ghost, Crapshoot
 
Nice patch mal, does this include the updated CP Goal Handling?

Maleficus 30-07-2005 08:36

Re: Denny, The Ghost, Crapshoot
 
Quote:

Originally Posted by Denny
Nice patch mal, does this include the updated CP Goal Handling?


Last nights patch had the updated CP handling. ;)

If its not working, let me know.

Maleficus 31-07-2005 07:09

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. :(

Denny 31-07-2005 08:39

Re: Denny, The Ghost, Crapshoot
 
Quote:

Originally Posted by Maleficus
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. :(

All the e-mails i sent you are accounted for (i.e you already replied to them). You got an alternate e-mail you use?

Maleficus 31-07-2005 23:48

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.

Maleficus 31-07-2005 23:49

Re: Denny, The Ghost, Crapshoot
 
BTW: I'm told the BU e-mail is working again. :)

Denny 01-08-2005 00:02

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?

Maleficus 01-08-2005 06:42

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.

Maleficus 01-08-2005 06:53

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.

Maleficus 01-08-2005 10:05

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.

Maleficus 02-08-2005 02:24

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

Maleficus 02-08-2005 02:41

Re: Denny, The Ghost, Crapshoot
 
ANOTHER patch - fixes yet another camping issue.

Denny: let me know how they're doing on Depot now.

Maleficus 02-08-2005 05:34

Re: Denny, The Ghost, Crapshoot
 
Yet ANOTHER patch - this fixes another camping issue. Should be the last for tonight :)

Maleficus 03-08-2005 08:51

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.

Denny 03-08-2005 14:39

Re: Denny, The Ghost, Crapshoot
 
Quote:

Originally Posted by Maleficus
New patch up.

New script cmd:

node_disconnect

It works EXACTLY like the node_connect cmd, except everything is in reverse! ;)

Thank you Mal! I can't tell you how many times i've accidently placed incorrect paths and had to use the resetlinks command. This will help alot. :)

Maleficus 04-08-2005 09:22

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. :)

Denny 04-08-2005 11:21

Re: Denny, The Ghost, Crapshoot
 
Quote:

Originally Posted by Maleficus
Actually, its a script cmd, not a console cmd.

Since you mentioned it tho, I'll make it a console cmd too. :)

Oops, it only said that it was a new script command in you're post. Sorry bout that mal. :D

However it could be useful as a console command as well.

Maleficus 05-08-2005 07:26

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.

Maleficus 06-08-2005 08:31

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.

Maleficus 07-08-2005 11:16

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!

Denny 08-08-2005 00:21

Re: Denny, The Ghost, Crapshoot
 
Check you're e-mail mal, asap.

Maleficus 08-08-2005 05:59

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.

Denny 08-08-2005 07:45

Re: Denny, The Ghost, Crapshoot
 
Nevermind

Maleficus 09-08-2005 11:05

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!

Denny 10-08-2005 06:22

Re: Denny, The Ghost, Crapshoot
 
Quote:

Originally Posted by Maleficus
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.

What are script keywords? are these the actual number of special events you can have in you're script, Like ActivateAction and such?

Maleficus 10-08-2005 07:02

Re: Denny, The Ghost, Crapshoot
 
Yes.

Maleficus 11-08-2005 08:58

Re: Denny, The Ghost, Crapshoot
 
New patch up!

Node HUD issue fixed. Eng issue(s) fixed. Other misc issues fixed.

Maleficus 11-08-2005 09:58

Re: Denny, The Ghost, Crapshoot
 
New patch up.

Max bot issue fixed.

Action ENG_CAMP has been fixed.

Maleficus 12-08-2005 08:46

Re: Denny, The Ghost, Crapshoot
 
Updated guide.

Maleficus 13-08-2005 10:34

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.

Maleficus 14-08-2005 11:21

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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