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-   Metamod and metamod plugins (http://forums.bots-united.com/forumdisplay.php?f=15)
-   -   introducing... BotAim 2! (http://forums.bots-united.com/showthread.php?t=3566)

w0uter#01 05-03-2005 18:05

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.

Pierre-Marie Baty 05-03-2005 18:43

Re: introducing... BotAim 2!
 
read the readme...

Quote:

botaim_fix (default: 1)
This CVAR tells whether the vertical (x) component of the bot's body angles should be negated, due to a very common bug in Half-Life bots that was already present in botman's template, causing these angles to be reverted. If you see the bots looking up when they should look down and inversely looking down when they should look up, try setting this CVAR to its opposite value. The default is 1 (aimbug fix activated).

w0uter#01 05-03-2005 23:48

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

MarD 06-03-2005 04:20

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

Pierre-Marie Baty 06-03-2005 04:37

Re: introducing... BotAim 2!
 
yeah I'd like to... send any demo you have at pm at bots dash united dot com

sPlOrYgOn 06-03-2005 04:50

Re: introducing... BotAim 2!
 
hmm
Code:

  // is the plugin disabled ?
  if (!botaim_enabled)
      return; // then don't do anything

should rather be
Code:

  // is the plugin disabled ?
  if (!botaim_enabled)
      RETURN_META (MRES_IGNORED); // then don't do anything

or else you get flooded by metamod saying it didn't set a metaresult..
[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]

Pierre-Marie Baty 06-03-2005 14:00

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.

MarD 06-03-2005 19:57

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.

Pierre-Marie Baty 06-03-2005 22:53

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 :)

Pierre-Marie Baty 07-03-2005 19:27

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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