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Re: Work In progress (WIP) #7
Perhaps the implementing of walking for stealth when they are the last ones alive on their team or alone or scared may be considered in the future...
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Re: Work In progress (WIP) #7
Minbots, i assume the minimum amount of bots in a server to be around. I find this quite rare, because you control the amount you add. Once you add 4 bots, they should keep on joining on next map so what is the real use of minbots?
I implemented a new learning system which is based uppon a trial/error system. When bots somehow do not succeed on a node connection, then they will remember this is a 'troubled one'. When they happen to get stuck on this connection again, they look it up in their memory and add the amount of 'faults' on this 'troubled connection'. When the bot has tried over 3 times, it will mark the connection as bad. |
Re: Work In progress (WIP) #7
Cool, that should solve the fence problem in cs_militia and the stairs in cs_matrix. ANy time a bot is trying for more than 10 seconds to reach a node and has jumped and crouched and hasnt moved, it should try another route. But make sure the bots try jumping, ducking, and duck-jumping before giving up, and they should remember what worked. So if you have to crouch to get in a vent, the bot should figure that out, and remember to crouch whenever it tries to enter the vent.
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Re: Work In progress (WIP) #7
like after 5 mins after i add bots, they kick them self out and the few seconds later it just adds like 10 ct bots and i lag like hell. THIS IS VERY ANNOYING!!!!
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Re: Work In progress (WIP) #7
I think I solved the mapchange problem; I had to delete all of the nodes/experience files. I switched maps 4 times so far and the bots are still going.
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Re: Work In progress (WIP) #7
Plz Help Me In My Problem!!!
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Re: Work In progress (WIP) #7
Perhaps making skills of bots more noticable.... I don't see much difference between noobs at ten and average guys at six or super guys at skill one or even zero... newbs need to be more newby :) Maybe make the higher level guys harder? But I don't see how without making them seem like they're hacking... I bet that hearing code will help imensely and will be fairly interesting...
:( I noticed them buying the same weapon over again... that buy code is a stubborn one :(... |
Re: Work In progress (WIP) #7
Actually the minbots feature is quite usefull if you are using the bots on a dedicated server to bring in traffic (i know its evil). but what i like to do is set it up so that if there are always at least a mininum of 16 slots used (humans + bots). Then, as more humans join the bots automatically leave. When there are 16 humans all of the bots are gone.
The correct setting for this example would be: minbots 0 maxbots 16 Several other bot implementations have this feature including foxbot for TFC and podbot. Thanks for the help! -KA |
Re: Work In progress (WIP) #7
I second the vote on the minbots feature, I've been using that on my server for a long time. But bots should only leave the server at the end/beginning of a round; there is nothing more annoying in the world than a bot 10 feet away from rescuing a hostage and then leaving the server because a human joined.
The bots still are very stupid about getting stuck; they have no sense of "humans crouched to go here, so maybe I should try that, too." Vents and holes like the one in the wall by T spawn in assault are bot magnets; they go there and get stuck trying to go through without crouching. Same for the vents in siege, and the bridge there by CT spawn is a bot trap too. They fall off the bridge, then wander around below wallhumping for the rest of the round. For God's sake, please add a sanity check to node connections for navigation: the 5 second rule. If a human ever went from node A to node B in less than 5 seconds without getting fall damage, then the bots can try, too. Otherwise, don't even let them think about trying to go from A to B. And if they've been trying to go from A to B and haven't arrived after 10 seconds, the they need to pick a different freaking destination node. The bots spend way too much time trying to go places that are obviously impossible to go (like through the sewer fence in militia) and never seem to learn that they can't do that. The bots are still very poor at team goals; CT's have totally forgotten how to rescue hostages. They walk by them and ignore them and don't try to use them about 90% of the time. The only theing CT's do right (sort of) is guard a dropped bomb; they treat it like the contents of Paris Hilton's panties. But they shouldn't stand right on top of it; they need to spread out and form a perimeter around it. Bots need to be just as interested in planting the bomb and defusing it and rescuing hostrages as they are in guarding the dropped bomb. Something in the bot's vision needs tweaking, they are killing people around corners before they are actually in view. And the parameters in the personality file aren't being used; I have all my bots set to a .25 minimum reaction time and I'm still getting instant headshotted before I can even see the bot that killed me. Kinda annoying, there. |
Re: Work In progress (WIP) #7
Actually, the mean admin mod supports the very feature you are asking for. There is a check at the start of each round to see if any humans have joined or left and adds/removes bots accordingly.
As for the bots themselves: A$$A$$IN - I think it's called a WIP for a reason. Stefan hasn't implemented all of the CS/bot features yet. He pretty much re-coded everything from scratch (didn't use RealBot AI code). The coding aspect you were suggesting doesn't sound to easy to code, and would probably use up more power since the bot would always have to be checking if it's stuck. Also, if you read the progress thread you'd see that the CT standing on top of the bombs has been fixed for next release. As for the bots shooting before they see you: my guess is it's the early 'hearing' code; the bots auto-aim you through the walls until they can shoot through an obstacle to hit you for now until Stefan properly codes them hearing you walking or attacking. |
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