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introducing... BotAim 2!
yes! it's here :D
BotAim 2 plugin for metamod that gives your bot the most configurable (and hopefully the best) aiming ever! whoopee http://filebase.bots-united.com/inde...on=file&id=274 well and here's the readme Quote:
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Re: introducing... BotAim 2!
Is this based on the your new aim algoritm ?
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Re: introducing... BotAim 2!
yes, that's the one we've been discussing with Aspirin and the others. It's also explained in the wiki btw :)
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Re: introducing... BotAim 2!
nice, but I'd rather use that k^2 = 4dm relation and give the user just a factor how much larger, i.e. how many more oscillation he wants and let him just edit one of those, either k or d.
hm, once again using frametime inside the speed calculations ?! well, or I gotta read that after the physics test tomorrow, maybe I see it then. hm, why commented out the bot movement itself ? worked fine here ... PS: "modern" physics, lol |
Re: introducing... BotAim 2!
I tested the plugin and I see very good aim. But from my point I think that the shot after the bot fire is automaticality go in me. The bots shoot no stop and all shots go in me. Maybe your plugin need a some fix ;).
Maybe my english need a fix :P. |
Re: introducing... BotAim 2!
argh, you were right! Paulo-La-Frite's aim fix bug struck again :D I corrected it and uploaded a new version. You can download the plugin again, it should be fixed. Note that if you find the aiming too skillful, you can tweak its parameters yourself.
@aspirin: "hm, why commented out the bot movement itself ? worked fine here ..." well yes... in theory it should work fine, that's what I was thinking too... but in practice the effects are horrible, the bots can't aim crap with that thing turned on. I must have screwed something, or else I got it all wrong... Weird :| Anyway I'm fully satisfied with the aiming as it is, and I think I'll leave it as is until someone complains. :D |
Re: introducing... BotAim 2!
looked it up again. the reason, like I already told you about your post in the wiki, that you multiply your speed already with the frametime. this isnt a good idea, because in the next frame, you'll have problems with the damping, because you then have sort of frametime^2 there. and it's not fps independant when doing it the way you do it. just multiply with the frametime when adding the speed to the current angles. you might also check that when regarding the units in your equations I think.
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Re: introducing... BotAim 2!
hm yes, you are right. Something could be improved here. Hold on...
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Re: introducing... BotAim 2!
I've noticed an enormous aim improvement with this plugin :) BUT only against human players. When multiple bots fight each other, they constantly miss and shoot above the head, then they go close up and fire single shots at each other :'(. This is very annoying as it takes a long time for the round to finish. Please try to fix this problem. I am using the latest P0DBot_mm.dll.
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Re: introducing... BotAim 2!
8D
You were right and I finally found the bug! Phew, that was a pesky one :D The bots were simply forgetting they were targeting someone, and thus switched back their aiming into "no target" mode. This could happen because in order to know if the bot targets someone I was firing a TraceLine in the direction of its ideal angles. BUT, because the plugin needs to work on the StartFrame_Post() hook, the player's origin had already been moved by the game DLL and my traceline was simply missing its target... :) I fixed that by adding a delay between switching back to no target mode. This way, if one traceline fails the whole combat aiming won't be compromised. I have also fixed the frame time problem as suggested by aspirin. This leads to new values for the damping coefficients. I'm uploading the plugin again. 8) |
Re: introducing... BotAim 2!
did the new changes also influence the correction for the own movement of the bot ?
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Re: introducing... BotAim 2!
The plugin works great! :D It works much better than the old BotAim2 dll. The bots have extraordinary aim now BUT they still have problems attacking other bots. The bots have trouble targeting the other bots and miss:(. They miss more often when the other bots are moving and they still miss even when they are 2 feet apart.
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Re: introducing... BotAim 2!
Actually, the bots aim equally at real players and bots. If you find you're being targeted too easily by them, maybe it's because you don't move enough ? :) There is nothing in the code that makes a difference between bots and real players. But as it is said in the readme, the aiming can be completely customized. Maybe your bots move a lot when firing, and they have problems with moving targets; in this case, try setting the botaim_target_anticipation_ratio CVAR to 1.0 instead of 0.8 (or even, try increasing it to 1.2 if it's not enough). This is the CVAR that tells the bot whether to aim ahead or behind a moving target. Keep me informed of your results :)
@aspirin: yes. The msec badly plugged in the equation was the only reason :D |
Re: introducing... BotAim 2!
Heyyo,
Gj on this pmb, when I first ran it? after 10 seconds all I could hear was "headshot!" from my statsme announcer. :P I also tried it with E[POD]bot, also ran great, lots of headshots, lots of killing. Definately makes the bots difficulty go up. ;) |
Re: introducing... BotAim 2!
How about the first-person spectator mode? Does it look convincing? :)
(well, apart of the bot's mistakes, as I say, the plugin can't change the mind of the bot on where it wants to look...) |
Re: introducing... BotAim 2!
Great mod! and...
Quote:
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Re: introducing... BotAim 2!
...normal, I'm one of the founders :D (and certainly topmost spammer too, as attested by this post)
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Re: introducing... BotAim 2!
Ok, there is too much math and C++ cluttering this thread, so let me cut to the chase:
Great work in this one, PMB, indeed. I've just tweaked the settings juuust the way I like it (H4xx0rz Hard!) Can't wait for RACC's new version to come out to test them both toghether :D |
Re: introducing... BotAim 2!
will there be a linux release for this mm plugin?
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Re: introducing... BotAim 2!
guess what? I simply forgot it :)
download the file again, it has a Linux .so library in it now :) |
Re: introducing... BotAim 2!
thanks , i try it now
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Re: introducing... BotAim 2!
New release, for Windows and Linux: fixes a crash condition caused by a possible angle overflow error :)
Get it at the same URL, or from the filebase: http://filebase.bots-united.com/inde...on=file&id=274 |
Re: introducing... BotAim 2!
can you atach the old version for me because I need to test something for botmeiser to test meanloader killing locked up programs.
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Re: introducing... BotAim 2!
sorry I can't... the new version has overwritten the old one, and I don't keep old versions myself :(
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Re: introducing... BotAim 2!
muhaha
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Re: introducing... BotAim 2!
what's so funny ? :|
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Re: introducing... BotAim 2!
if this the final release ?
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Re: introducing... BotAim 2!
I never release anything as "final" explicitly. If nobody finds bugs, maybe that will be the last release I'll make, or maybe not. Perhaps some day I'll have a nice idea that I'll want to put in, and I'll get back to it. But so far, I consider I'm stopping here with it.
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Re: introducing... BotAim 2!
how about provide several type of congfiguration ? Like easy set , normal set and hard set , the cvars make me dizzy ...
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Re: introducing... BotAim 2!
i run a cs server with the following plugins
[ 1] Adminmod RUN - admin_mm.dll v2.50.60 [ 2] ChickenMod RUN - chicken_mm.dll v1.0.5.1 [ 3] STATSME RUN - statsme_mm.dll v2.8.3 [ 4] HeadShot RUN - headshot_mm.dll v0.3 [ 5] POD-Bot mm RUN - podbot_mm.dll vR2b46b [ 6] HLGuard RUN - hlguard_mm_optim v1.71 [ 7] BotAim RUN - botaim_mm.dll v2.1 bug 1: if 2 hostile bots different from hight they will shoot straight ahead in the floor/wall. the bullets dont even come close to hitting. bug 2: when hs only mod is enabled. bots still hit the chest/limbs. while non-bots can only hit people in the head |
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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