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Re: introducing... BotAim 2!
disregard bug 2 fixed it by playing around with the order of the plugins
and in addition to bug 1 they simply do not shoot you when you are on top of a crate. even if they can see you, they just dont aim for you for some weird reason. |
Re: introducing... BotAim 2!
read the readme...
Quote:
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Re: introducing... BotAim 2!
tryd it didnt work still the same. its not like they invert it or something they just dont aim if they differ from hight. as in keeping the last position of the crosshair
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Re: introducing... BotAim 2!
Heyyo,
Hmm, PMB? I have a demo recorded of PB MM v2.46a, statsme v2.8.3 and with your botaim2 plugin, should be v2.1.. and a bot seems to not even notice me for a bit until another bot had to beat the crap outta him. If ya want me to send the demo file to ya just pm me an adress I could send it to. ;) Also, I'm not sure if botaim2 handles the actual firing of the weapons, I think it only handles the aiming.. so yeah.. :P |
Re: introducing... BotAim 2!
yeah I'd like to... send any demo you have at pm at bots dash united dot com
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Re: introducing... BotAim 2!
hmm
Code:
// is the plugin disabled ? Code:
// is the plugin disabled ? [edit] some good settings I've noticed are botaim_damper_coefficient_x 0.001 botaim_damper_coefficient_y 0.001 botaim_notarget_slowdown_ratio 0.5 and rest on default but they do shoot above the head a lot.. [/edit] [edit2] they also can't aim with nade or shoot breakables. [/edit2] |
Re: introducing... BotAim 2!
aww, you're right splo about the RETURN_META :)
the problem with grenades and breakables is quite hard to solve, and it's the same problem in fact: the plugin needs to guess whether the bot is aiming at something or not, and switch the aiming accordingly. When you shoot a grenade, your ideal angles aim upwards, so it's hard to tell with a traceline that you're in "fighting mode". Same for breakables (but I can do something for that case). I'd enjoy demos of the bots shooting above the head and the other problems. |
Re: introducing... BotAim 2!
Heyyo,
Heh, forgot to mention the part for ya pmb.. but I think it's the 2nd round of that demo, n' I run to tunnels n' after a flash I whup a few bots, another bot pops out from behind the crates n' tries to run by me, as if I wasn't there.. I diddn't shoot him cause I ran outta ammo n' had to switch to pistol. :P But yeah, PMB? does your bot take over the firing? cause I notice the bot seems to start to fire off before he even centers his aim at other bots. I havn't seen a prob with it aiming too high.. but then again I tinkered with the aiming cvars.. your deviation_y is set to 60.0 by default.. that's a pretty high number so I cranked mine down to aboot 20.0-30.0 I think.. so I suggest to others to just lower this setting. I think it's: botaim_deviation_y "put number here" Hmm, I just read the readme, and it states this's only for when not aiming at someone, but still give it a shot. Err.. I always though Y was the vertical.. and I wrong? cause in the readme it says X is the vertical. |
Re: introducing... BotAim 2!
Yes, in the Half-Life engine, the Y angles are horizontal, and the X angles are vertical.
All that the plugin does is changing the way the bot moves the crosshair, that's all... it doesn't change where it wants to look (or very slightly) nor when it wants to fire or not, that is decided by the bot code, not the aiming plugin. I have not viewed your demo yet but I'll give it a spin this evening :) |
Re: introducing... BotAim 2!
Double posting to update the time stamp..
I've watched your demo.. you pwn indeed :D but I haven't seen anything that could be caused by the plugin. Even when the bot runs on you without shooting, it can't be caused by the plugin. Maybe the bot was out of ammo and it had not noticed it. I didn't see bots aiming too high up either, so either I'm blind or I'm dumb :| |
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