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Re: Work In progress (WIP) #9
Is it possible for someone to post all realbot command node making and adding commands?
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Re: Work In progress (WIP) #9
I too have the internet 1 issuse filling the server to capacity. It's imperative that internet 1 mode accept and obey a maxium setting, other wise an otherwise awesome piece of software is nearly usless to me.
btw WIP #9 is the most stable so far, great work... Looking forward to WIP #10 (hopefully with a few fixes like those mentioned) |
Re: Work In progress (WIP) #9
KnightHawkGP as in from GirlPower?
Anyways, when you enable realbot internet, make sure to set the max afterwards using realbot max #. It works for me and I set it to 8. Now I just need the cmd to keep the teams even. |
Re: Work In progress (WIP) #9
I have Csdm (counter-strike deathmatch) amx plugin and when the round ends the bots SUCIDES LIKE 1000 times in like 2 seconds. Any ideas. Does anyone else has this problem. I tried ivpbot it works great.
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Re: Work In progress (WIP) #9
You should make realbot talk like ivpbot, and make it not lagg. like in ivpbot i can put 32 bots and it will not lag. It realbot it lags rite when i put 6-8.
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Re: Work In progress (WIP) #9
Well interestly enough it does not seem to listen; though I'm all ears if I fubared the config or something.
realbot internet 1 realbot min 2 realbot max 8 realbot internet_interval 15 45 realbot roundlimit 10 20 realbot setrandom 2 4 (is this not correct?) I would think this would keep 2 bots on and dynamicly add\delete bots up to 8 based on humans that connect\disconnect. Unless of course min and max don't work the same as the AI1.0 product. realbot internet 1 realbot min 2 (produces a full server; all slots -1; but it conflicts if you have reserved slots) realbot internet 1 realbot max 8 would add 8 bots for sure, but they never seemed to leave when new players join. (yes that KH :P ) I also run a respawn server, but I've not had the suicide issue with WIP#9 that a few others are reporting. Win2k\custom mm17\amx 0.9.8; the respawn script however is not a public one so that may be the difference. As for the bot max stuff I'll screw around some more with it, as I recall I had this same issue with the 1.0 based product at some point. |
Re: Work In progress (WIP) #9
KH, you guys still have the GP servers up? Been quite awhile since I last went there. We "kinda" met in your forums long ago. I am aka Lord of Darkness. It was something about spying & such. But that's long past gone.
What happens when you type realbot internet 1 in the console? I use that & realbot max 8 in console & bots come & go but never more then 8 unless I never use that command then ya it fills right up minus one. |
Re: Work In progress (WIP) #9
Ok i'm working with the linux version of WIP I have the latest version and its installed in the right directory. I have made nodes for about 30 maps. The problem is when i go back to those maps the bots will not move until a few rounds go by. Its as if they need to be waypointed again but we have a RBN and RBX files in the maps folder in realbot. Its almost as if realbot is not using the node files.
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Re: Work In progress (WIP) #9
Yup; 2tfc and 1 cs actually
Anyway thanks for the help but even in a test environment when using realbot internet 1 realbot max 8 8 join dynamicly, and when I join and play none of the 8 leave. |
Re: Work In progress (WIP) #9
admin + amx = trouble
mine only suicide on CSDM nothing else |
Re: Work In progress (WIP) #9
admin + amx? please post the scripts you are loading for adminmod and the plugins loaded in amxmod
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Re: Work In progress (WIP) #9
the realbot max command holds the max of 8 BOTS. It does not count HUMAN players. I will have to add an extra feature. So you can set the max total players on a server.
Idea: realbot max 8 realbot players 8 will mean: 8 max bots 8 max players so when there are 8 bots in a server, the max of 8 players is reached. When a player joins, there are 9 players. THe bot dll should know it is 1 to many and automaticly kick one bot. Do note, that realbot max only affects the internet mode. So in theory, a command: realbot players <amount> should be enough. will look into it. |
Re: Work In progress (WIP) #9
Thanks Stefan that sounds like a good solution and thats for such kick a$$ bot software.
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Re: Work In progress (WIP) #9
amx on its own does the same as admin mod, plus a couple of its plugins, just use AMX, its the best one anyway
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Re: Work In progress (WIP) #9
but amx has more bugs and trouble with bots (atleast on linux) it messes up the player names and sometimes crashes when you remove and add bots to much.
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Re: Work In progress (WIP) #9
AMX doesn't mess with the names (this is just a side effect), it does something even worse:
If you run AMX and a bot of any kind it screws up its user initialisation. After some connects and disconnects it doesn't notice that new players have joined. One of the noticable effects is that for new players none of the amx commands work (and the name bug). After a mapchange this is "fixed" for all connected players but after a few connects and disconnects this happens again for new players. This doesn't happen with adminmod or clanmod btw. |
Re: Work In progress (WIP) #9
One more disadvantage of AMX compared to adminmod:
olo (the original developer) seams to have abandoned the development of AMX :(. |
Re: Work In progress (WIP) #9
anyways admin mod is quite useless for me, no menues (i cant train 8 ppl. to use console..) no easy access to it funtions (all disabled by deafult and poorly documented) it's "security" bitmask is a PAIN IN THE ASS, security must be usefull or it's unsecure....
no simple stats stuff, i did not figure out how to keep playing in a level (map extend).... |
Re: Work In progress (WIP) #9
I've to agree to most of your statements :)
I also prefer AMX over adminmod (I used the later since 1999 and switched to AMX with CS1.6). "Training" people to use adminmod wasn't that hard (nearly every regular at my server knew how to use it then). But I agree AMX is much more userfriendly 8). "Extending" a level: admin_timelimit ... |
Re: Work In progress (WIP) #9
okay people, i have seen a lot of 'help how to get rb working' posts, and a lot of 'sollutions'. But i am also looking for suggestions on improvements. Gimme gimme gimme :D
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Re: Work In progress (WIP) #9
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- CT don't defuse (0 of ~15 times yesterday on my server, WIP #9, linux 217.172.178.203:27015 , CD req!, amxmod access if you want no prob) - too much running with head tuned backwards - in the console (linux) it still claims to generate personalities on random base, allthough .ini files exist and do not change their modification time, easy to see, all bots should aim far too much to the left (offest in ini file 2.0+) , they don't (Hs,Hs,Hs,...) - they don't reload unless the gun is empty in a fight [even this is far from good], they run around a long time with only few bullets left - they don't take care of the time (i.e. 3 bots just run away, with only one enemy left, who then wins due to time out) :-) |
Re: Work In progress (WIP) #9
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AFAIK admin_timelimit increases it for all levels, i ment that feature where you can vote for extending a map, i know it must be there because i define how often and how long it can be exetended, but nowhere they tell how.... (this is true for amx and adminmod and google wont help, these phrases are too generall you get gizillions of hits) cheers |
Re: Work In progress (WIP) #9
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admin_timelimit simply sets mp_timelimit. You could set mp_timelimit in the server.cfg (and setting "mapchangefile server.cfg") to the default value you prefer. But admin_timelimit requires some admin privileges... You could enable hldsld style map voting and auto voting at map end. A few minutes before the map ends the server anounces a map voting. You could say a map name to vote for a specific map or say "extend"... but this is getting a little bit off-topic ;) |
Re: Work In progress (WIP) #9
First off: hello everyone. I'm new to the forum, but I've been following them since WIP#7 (I know, that wasn't too long ago). Anyway, I thought I'd post a few thoughts since Stefan asked.
1. Bots don't react well to ladders. Mine have never climbed one, and when descending one they tend to fall off half way down (this is specific to assault maps since that's what I run on my server the most). 2. It would be cool if the bots paced less. Often I see them go back and forth between nodes when I'm sure there are others nearby that they could go to since they have before. 3. An option in the ini files that would have the bot attempt to knife if they were within range would be cool. They run with knives out sometimes so I would like to see them use em. Not to mention the utter humiliation a player would feel if they were knifed by a bot :) 4. Reloading more often (I'm pretty sure Stefan already mentioned he was working on this). Maybe a trigger where if they have less than 50% ammo and they are not within sight of an enemy they automatically reload. 5. Hiding upon reload. If they would run around a corner or something when they did reload during combat it would be cool. Too often they are easy targets when they just squat and reload right in front of you. 6. Chat. Especially when dead, it would be cool to see them talk. 7. Banning weapons. It would be cool to be able to say which weapons they cannot buy ever. 8. Limiting weapons. For those times when you're feeling like a knife fight, or maybe pistols. A simple command to make all bots use a certain weapon would rock. 9. Less running backwards. Sometimes it's awesome, but when a bot will keep running backwards toward you without firing when you're laying into it seems odd. 10. Setting for paths. It would be cool if you could set a percent value for how often a bot would take the same path it did in the last round. That would help to make them more "humanlike" I would think. 11. AI that would tell them what type of map they're playing on, thus what their goal should be. They will grab hosties, but never all of them. Usually, they seems to grab two then take off running. This is on bots that have their hostage rescue percent in the ini file to 90 or better. 12. Always attempt to defuse while CT on a bomb map. I've seen them attempt a couple times, but mostly they just run around still. Ok, I'm done for now. Sorry for the length. Also, I'm a relative newbie when it comes to Realbot so I apologize if some of my items are actually already there. Please let me know if that is the case, and what I can do to utilize it. -Axl |
Re: Work In progress (WIP) #9
Ok I just notices something with WIP#9 with realbot internet 1 set. When a real player joins the game, ALL bots are kicked by console...?!?!?!
ANy ideas?? One other thing I just noticed, mp_autoteambalance, does it only affect human players or is it supposed to keep the bot teams even? I'm using realbot internet 1 if that makes a difference. |
Re: Work In progress (WIP) #9
yea, the linux problem i posted earlier is still effecting. I went back and looked. I have about 35 or so rbn file for all types of maps in the map folder in the realbot folder. But when I go to play those maps its as if its either not loading the rbn file OR the rbn file was not saving paths when it was created because the bots just sit at spawn untill you make paths again and then they will move.
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Re: Work In progress (WIP) #9
thats odd though, when RB is able to SAVE it is also able to LOAD... unless your linux setup is wrong? I have no clue what this could be as i use the exact lines of code to load other stuff. The LINUX path parser works fine.
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Re: Work In progress (WIP) #9
For some added info, I've had ct's disarm bombs quite often actually it's been rather funny to watch the ct bot or terrorist bot plant\disarm while the rest of the players are ignoring it. Perhaps this has something to do with thier training or then the code?
"Ok I just notices something with WIP#9 with realbot internet 1 set. When a real player joins the game, ALL bots are kicked by console" .. on win32 or linux I'v yet to have the problem on win32. About the autoteambalance that should be disabled as it conflicts with the bots, perhaps that's why they all get kicked? (though I base setting it to 0 on the ai1.0 docs) |
Re: Work In progress (WIP) #9
That seemed to only be a one time occurance KH. Haven't seen it any other time I tested it.
One small thing though, when I set realbot internet 1 & realbot max 4, it loads 8 bots instead of 4. |
Re: Work In progress (WIP) #9
The only bug i've experienced with it is, it seems like my Linux server randomly Kicks bots out of the server. Wether I have internet mode on or not, they will just get kicked out of the game. If humands are in the game or not, they randomly get kicked.
It occures just by normal playing, it deosn't say that they left or anything, but that they were Kicked out of the server. |
Re: Work In progress (WIP) #9
similar to Cephas, yesterday with about 12 bots in fy_aztec.. 2 bots would immediatley die on spawn... and a couple would spawn in the ground.. it was quite strange
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Re: Work In progress (WIP) #9
fy_aztec i think has a max of 12 player spawn points, so if 2 people and 12bots are on then 1 on each side will be killed and placed in hover.
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Re: Work In progress (WIP) #9
that would explain it... so perhaps realbot should have logic to detect spawn points?
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Re: Work In progress (WIP) #9
carneboy, thats not a bad idea at all! :D some "auto-detection to prevent bots being killed due limited spawnpoints" feature.. phew
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Re: Work In progress (WIP) #9
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My server can only support 8 public clients so i run 8 bots and the rest of the slots are availabe. so i wish that there was a command that would allow the admin to set the minimum number of bots at 8 for instance but when there are no people on the server it would add say 6 more bots, and then drop bots as each successive player joins until number of bots hits 8 again, (so that there is always 1 public slot availabe until 8x8 ballance is reached.) this is sort of equivalent to the min command that was available in previous releases. I am Convinced that dedicated server admins really need this kind of command, because this would help keep the server filled, they just dont know it yet :) |
Re: Work In progress (WIP) #9
1. fix the bug that causes the bots to run backwards
2. make the bots take a diffrent routes more 3. bots should move back when they are getting damaged badly 4. follow commands such as "follow me" 5. hear & see enemies before attacking (if you have not done that already) 6. they should be more cautious when they see their teammate dies or see a dead body on the ground (that would be kinda hard to do huh..) 7. they should know how many enemies and teammates ther are when fighting. ex: if the bot was fighting alone and spots several enemys he should run back and call for back up, but if his teammates were with him then he will attack. 8. Make bots indentify what kind of gun the enemy has. so if the bot has a sniper the bot will try to avoid him unless he knows he can kill him.\ 9. when bots plant the bomb they should move well thats about it for now. |
Re: Work In progress (WIP) #9
Quote:
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Re: Work In progress (WIP) #9
The BIGGEST problems for my server right now are:
-the limited spawnpoint thingy -bots fire guns that are out of ammo -better "realbot internet" system -running backwards -bot chat (so they can use my fun plugins) -bombsite/hostage issues |
Re: Work In progress (WIP) #9
Since it seems the "what-to-do-next" thread is here now, i made a copy of a post in another thread (wich i have to admit wasn't very adapted)
Here's a "to do" list ;) First, let's begin with the obvious-and-asked-for-everytime ones : 1-Re-adding hearing code :) 2-I like very, very strong bots. I only play with bots on skills 2 or better (usually 1). I find them quite balanced, not being weak, and still easy enough to defeat. But the one thing that i have to admit may be annoying is their ability to one-headshot-kill you in a what-seems-to-be-one-frame time while you were completely out of their previous line of sight. Don't misunderstand me : they do a lot of headshots, and the more the better. They react quickly, and the faster the better (well maybe not like a god :) ). But maybe they should just have a little offset when they turn very quickly like every human does (well, at least a human using a mouse) if that's not already the case. I think that could be the best way to solve this without weakening them. And i would finally permanently remove those skill 2 bots from my games :) 3-Additional "stuck check" that would inspect info from the last 7-8 seconds : sometimes a bot is stuck (for example trying to jump over a box), he tries and tries, then moves a little - you can tell he's trying to unstuck - but not enough so he's still in front of the box, and then he returns to its previous stuck place, and tries to jump again, and so on. The "additional stuck check" could force him to move 5 meters in a random direction if he stayed in the same let's say 1 meter*1 meter location for the last 7-8 seconds although he was trying to move away. 4-Grenade code :) 5-Taking EVERY hostage, or at least the ones who are in a less-than-10-second-of-running radius; plus not "stealing" them from another player ("Is it not free anymore? argh" ;) ) Now for the less obvious ones : 6-Not only hearing, but also seeing bullet impacts appearing on the walls around him should make the bot search for an enemy. 7-Smarter buy checks : they often buy weapons they already have (m4a1, ak47, ...). Plus always make sure the weapon they're going to buy is actually better than the one they're holding (who buys an mp5 when he's got an ak/m4??). This could also ensure they have more money thus preventing them to have to fight with some stupid gun when everyone else has 3000$+ weapons... Actually, they should NEVER drop a 2000$+ weapon, unless of course they find a better one, or have at least enough money for them to be sure to be able to buy a third one next round if they happen to die in this one (~8000$+). Another point, but that may be difficult to implement, would be to make them buy different kind of weapons depending on the map. This would be a very general approach, and maybe the experience files just already tell them what kind of weapons they should buy. But it feels strange seeing them buying shotguns on very large and open maps... 8-Almost same thing but for dropped weapons. Make sure that when a bot has some cheap primary weapon and sees a dropped better one, he takes it EVERYTIME! Even if that makes him change his path... actually he could also afford some little patch change for other dropped equipments such as a defuse kit. 9-Walking the map + snipe. NEVER walk the map with the zoom on. They do it very often. The next step, but here again that may be quite difficult, would be to make them "know" when they're going through those places where it could be wiser to switch for the small gun. 10-Find places to hide after planting bomb. They could be defined from the nearby places where a human player has gone, stopped and waited right after planting it. On the opposite, they should make a check of those places before ingenuously trying to defuse the bomb. 11-Being aware of time. When hurt, and only few seconds are left, maybe it's wise to just hide and wait. Especially in such cases when it's one against many more. In an other way, if they realize it's too late to plant the bomb, they could focus on finding and beating the enemy before timeout if terrorist, and being more careful if ct. 12-Walking instead of running is a very important thing at times... would be awesome if they could master this. A case where it would be simple to implement it would be when they suspect (by hearing, or seeing) some enemy to be next room without this enemy knowing about the bot's presence. Well, i think that's it :) Maybe other ideas will pop up sooner or later, i'll edit the post if it happens. Hope to see them all done for the next official release :D EDIT : 13-Bots should shoot in bursts of 2 to 4 bullets (especially high skilled ones). They seem to keep shooting until opponent dies (or they lack bullets). This would make them dramatically better on long-range situations. Actually, they do it, but they should wait just a little bit between the burts (maybe something like a third or a half of a second more) 14-Bots shoot enemies even when there's a hostage between 9_9 Maybe they also do it when a friend is between (don't really know that since i play with FF off) |
Re: Work In progress (WIP) #9
- internet mode stuff is a must
- grenade code would be nice - bots planting and perhaps moving around more within say 500 units of the bomb would be nice but I dont see it as a critical need. - Some of the unstuck additions mentioned, alot of progress has been made here but one more pass couldn't hurt. - alot of these other suggestions are good, but I dont really feel are needed, I mean.. they are bots not humans, if some features can be added great, but some of what has been mentioned requires some complicated code and will contribute to code bloat and perhaps introduce new hard to find bugs. I'd much rather have realbot stable as hell with the few nips and tucks mentioned then an entirely human like player who malfunctions from time to time. :P ..just my 2cents worth. |
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