Re: Podbot Beta 3.0 Updates? ^^
When I first saw this on the podbot.cfg
# Set this to 1 to switch on the Free For All mode # (The bots will also kill their teammates) pb_ffa 0 hmmm...I was thinking yeah ok but those spawn points needs to be relocated spread out to the map first! Until I finally discovered this CSDM plugin ....OH WOW finally total FFA mode on CS along good old podbot!!! I love podbot way way way back and with podbotmm and all it's bot brothers (yapb, ivpbot, epod, etc) oh man CS will never fade away!!! TNC U SO MUCH FOR ADDING AN FFA MODE!!! Keep up the good work on this bot!!! Will test the new dll. |
Re: Podbot Beta 3.0 Updates? ^^
Update - V3B21f:
+FIXED bug with executing task spraying logo while debuggoal index has been set to something different than -1 (bots should get that WP as its goal - spraying logo task wasn't working in that case). +FIXED problem with breakable - bots sometimes didn't break the breakable obstacle in its path (the code to unstuck was starting too early in some cases - before checking if there is a breakable blocking the way of the bot). Please test it and let me know if this version works better then the previous one. |
Re: Podbot Beta 3.0 Updates? ^^
very nice!
will test asap. btw - the V3B21e seems doing good...no more bot looking in the sky when camping. |
Re: Podbot Beta 3.0 Updates? ^^
If 2 bots are very close together (between obstacle), they still shot in air.
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Re: Podbot Beta 3.0 Updates? ^^
Update - V3B21g:
+FIXED bug with bots spraying ammo too much at the wall/obstacle (now they do it much less). +FIXED bug with bots looking at the sky while planting the bomb. +FIXED bug concerning to bots buying nightgogles if it's unnessesary. +IMPROVED bots aiming at moving targets. Please test it and let me know if this version works better then the previous one. |
Re: Podbot Beta 3.0 Updates? ^^
Finally we get returned chat messages and radio messages
Bots are now dads or cheaters, great aim (99% kills of headshot) (more than in 2.5 version of pb) Now T has always placed the bomb, and CT are always trying to defuse it, but not always successful (long way to bomb they choose) was obtained teamplay, always running around a group of bots, or use "tactics" |
Re: Podbot Beta 3.0 Updates? ^^
Update - V3B21h:
+FIXED bug with bots not switching to the "normal" weapon while planting the bomb when they can see the enemy (to do - exclude the situation if the best bot's weapon is a knife - i.e. if the clip of primary or secondary weapon is empty - switching to the knife while planting the bomb helps nothing). +FIXED bug with bots trying to reach the goal waypoint when that one is already used by other bot/player (so there is no room to go there to end the navigation). Now the bot ends his navigation at the previous WP before the goal. +FIXED bug with bots looking sometimes in stupid directions (i.e. at the wall instead at any open surface) while camping after planting the bomb or camping at other WP without a camp flag. Now they should choose a better camping direction in such situations. Please test it and let me know if this version works better then the previous one. |
Re: Podbot Beta 3.0 Updates? ^^
i test this last version with plugin invisible man invis.amxx
http://forums.alliedmods.net/showthread.php?p=182139 When invisible man mode is turned on all players will be switched to ct and a random player will be picked to go t. The player on t will be invisible and only be able to use a knife. The t's job is to kill all the ct's to stay t and the ct's job is to survive. Whoever kills the invisible t becomes the next t. If the t types kill in console or falls to his death a new random ct is picked to become the next t. Team locking is also on when this mod is on so players can only join the ct team or go spectator. When I hit a bot with knife, it at all doesn't turn in my party. That is if I didn't use this plug-in a bot me sees even from a back? Whether it is possible to add to a bot action that it turned aside whence blow by a knife has been struck and did at least one turn or pair of shots of a pistol in the prospective party of blow. I think if to add this that even without use of a plug-in of invisibility it will be not superfluous. Podbot the unique bot which supports this plug-in, other bots as real, yapb, zbot or see invisible or don't become invisible It even will give to realness to a bot, happens when is blinded by a flash during game with people someone knifes you and at the answer start to shoot random whence there was a blow. It is necessary to add more than such trifles which do a bot more similar to real players. |
Re: Podbot Beta 3.0 Updates? ^^
I try to translate after :
J'ai installé la version V3B21h. Ils se coinsent toujours quand deux cherchent à aller au même point Regardes sur la carte de_dimansion ce qui se passe à la sortie du tunnel de respaws CT. Le chemin est étroit et ils arrirent en face d'une échelle. Les humains n'ont aucuns soucis, ils montent ou tournent à droite natuellement. Mais quand le serveur est rempli de bots (ou presque), ils n'arrivent pas à se décider face à l'échelle. Et derrière, embouteillage de CT. Pour mon fichier de waypoints, jai opté pour une sortie forcée à sens unique et en double files. En bas de l'échelle, j'ai séparé le point de sortie du tunnel de celui pour monter à l'échelle mais ils sont trop proches. Avec un seul, ils avaient du mal à prendre l'échelle et ne tournaient presque jamais à droite Pour ne pas avoir d'erreur, j'ai indiqué un faux passage entre un point de bombe et le départ CT. Regardez ce que font les terros, quand ils essayent de le prendre. On trouve ce même phénomène quand ils s'écartent d'un passage étroit et qu'ils tombent là où d'autres chemins sont tracés. Ils mettent beaucoup de temps avant d'abandonner le premier trajet Tous les fichiers de cette carte avec le pwf : http://www.cscargo.net/cartes_cs/pro..._dimansion.zip ou http://cscargo.net/cartes/index.php?...ype=oui&page=6 , cliquez sur de_dimansion. I installed the version V3B21h. They are always bug when two seek to go to the same point Look on the map de_dimansion what is happening at the exit of the tunnel of respaws CT. The path is narrow and they arrirent in front of a ladder. Humans have no worries, they climb or turn right natuellement. But when the server is full of bots (or almost), they do not decide to ladder. And behind, bottling of CT. For my file of waypoints, jai opted for forced single and double files output. The bottom, I separate the exit of the tunnel from that point up to ladder, but they are too close. With a single, they had difficulty to ladder and almost never turned to the right For not having error, I have indicated a false passage between a bomb and the CT departure. Look at what are the terros, when they try to take it. This same phenomenon is when they move out of a narrow passage and that they fall there where other paths are traced. They put a lot of time before abandoning the first journey All files with the pwf card: http://www.cscargo.net/cartes_cs/pro..._dimansion.zip or http://cscargo.net/cartes/index.php?...ype=oui&page=6 , click on de_dimansion. |
Re: Podbot Beta 3.0 Updates? ^^
I ask our players for podbots (v3B21h):
- overall bot skill increased, bots aim better in most situations - bots made map goals faster, than previous versions - mostly it looks to the correct direction when moving - more human like (if planted the bomb, T-s not running away) |
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