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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. |
Re: Denny, The Ghost, Crapshoot
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Re: Denny, The Ghost, Crapshoot
I think it would help if they had only one priority..and thats to get out of the water.
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Re: Denny, The Ghost, Crapshoot
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Re: Denny, The Ghost, Crapshoot
New patch up.
Let me know how they do on assault now. |
Re: Denny, The Ghost, Crapshoot
Another patch up, fixes a few issues with combat movement.
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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. |
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. |
Re: Denny, The Ghost, Crapshoot
Nice patch mal, does this include the updated CP Goal Handling?
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