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-   -   Some upgrades for pod-bot? (http://forums.bots-united.com/showthread.php?t=6853)

The_Thing 17-07-2008 09:05

Some upgrades for pod-bot?
 
I have question/suggestion about pod-bots. So I played some maps with them and I think need some upgrades them, You see that when You and one of them ar shooting each other then You duck and shoot and they are running and shooting I think that's are unreal and sometimes when I shoot at one of them he is circle around and that's I hate most because I can't hit them when they do that. :/ And one thing with knife. When I meet someone then I take knife to stab him then he take knife out but not to stab me but he run away with knife then I go after him and he fool me and take out gun and shot me. That I don't like. http://forums.alliedmods.net/images/smilies/frown.gif
So can You change that they don't camp at round start it special on assault/italy maps when I am on CT team then I go through side door and I see that 10 of 15 Terrorist are in base and stand there I can't even shot one of them when I am dead. Maybe create that they all go through all place's to kill CT's and maybe 3 or 4 of them guard hostages. It is possible that those bots can create more smarter something like reall players ?
For now I don't know what to suggest.

KWo 17-07-2008 12:57

Re: Some upgrades for pod-bot?
 
They have to fool You otherwise I'm getting a lot of complaints this bot is too easy (because too much predictable). I have seen the people were also running left/right to make them as more hard to hit (but yes - they didn't do cicrles). If You know they are camping somewhere - fool them too - use flashbangs. They are getting affected by flashbangs - didn't You know that? :)

The_Thing 17-07-2008 16:16

Re: Some upgrades for pod-bot?
 
Quote:

Originally Posted by KWo (Post 58480)
They have to fool You otherwise I'm getting a lot of complaints this bot is too easy (because too much predictable). I have seen the people were also running left/right to make them as more hard to hit (but yes - they didn't do cicrles). If You know they are camping somewhere - fool them too - use flashbangs. They are getting affected by flashbangs - didn't You know that? :)

Yes, I know that I can flash them :D But when they are flashed after two seconds they are shooting like before flash it's not fairly because flash slowly disappear but after two seconds they see all normal. But if normal player are flashed it takes him at least 5 seconds to calm down and see whats are going on. But for bots it's only 2 seconds before they attack again. :D
And about that "easy kill" maybe add that only on certain bots not for all, and can You create some bots more reall just like it was a real player on server. Example (Bot A spawned as CT on assault map he go up on that building what near to that car and camp with awp or something then he waits for a few terrorists when come out try to kill them he throw a smoke on him self to hide it. Next he goes to back door, he heard some enemys behind a doors he shoot some bullets then throw a hegrenade then reaload and go in throw flash, flashes some enemys kill someone then he run to hide and next rescue hostages.) :D That will be real.

And one more.

How about in de_dust2 One bot spawned as T. He bought a some weapons etc + some nades. And he will camp in T base opposite on B (but still he is on T base.) And he sees that from B place are coming 2 CT's then he throw a flash they are flashed he try to kill them, he kill only one he throw a hegrenade misted then he draw out pistol and kill him... (and it's like a real player.)

I have a noticed that on every team on round start 2 bots are stuck in each other for a few seconds can this be fixed?

And how about in first post with some suggestions? please ? :(

KWo 17-07-2008 17:25

Re: Some upgrades for pod-bot?
 
I cannot write any map related logic. It has to be universal. That's not true they are blinded 2 seconds only. They are starting to shoot (mad shot at last Your position they 've seen You before blinding, but it's not true they can see You right after. Be more smart and use more flashbangs to blind them more. :)

The_Thing 17-07-2008 17:56

Re: Some upgrades for pod-bot?
 
Okay then it's not a big deal with a flash...

Then maybe create more real bots like I said in second post and some upgrades. :)
Can You ? :P

Sc0Rp 19-07-2008 15:32

Re: Some upgrades for pod-bot?
 
Quote:

Originally Posted by The_Thing (Post 58482)
Yes, I know that I can flash them :D But when they are flashed after two seconds they are shooting like before flash it's not fairly because flash slowly disappear but after two seconds they see all normal. But if normal player are flashed it takes him at least 5 seconds to calm down and see whats are going on. But for bots it's only 2 seconds before they attack again. :D

I have a noticed that on every team on round start 2 bots are stuck in each other for a few seconds can this be fixed?

Like KWo said, flash time should be the same period of time for bots as it is for humans. I always wait till the flashed bot fired all remaining bullets from his gun, then I pop up in front of the bot to find myself an easy kill cause the bot will mostly be reloading then.

The unstuck code is approved succesfull some versions before.
2 seconds is almost nothing compared to the 30+ seconds before :P

The_Thing 24-07-2008 16:21

Re: Some upgrades for pod-bot?
 
Quote:

Originally Posted by The_Thing (Post 58484)
Okay then it's not a big deal with a flash...

Then maybe create more real bots like I said in second post and some upgrades. :)
Can You ? :P

So is it so hard to add some another suggestions what I suggested? :(

Sc0Rp 24-07-2008 17:17

Re: Some upgrades for pod-bot?
 
Maybe.
I'm not a bot coder but I know it is not easy. Certainly not easy to convert an idea/improvement into bot-code.
The idea is the easy step, getting it into a playable/fittable/unbuggable podbot_mm.dll file is the hard step.
Also most of the ideas has been asked before and some even added.
Remember, a bot can never obtain the gameplay a human has.

Ancient 24-07-2008 20:30

Re: Some upgrades for pod-bot?
 
Well, making a bot more human-like isn't really an idea, more like an unfillable desire.
Implementing an idea and making podbbot mm stable afterwords has to be hard. It is for making a Portal System.

Humans actually do things at random.
They choose a sequence of things at random.
Wiether they randomly choose to camp and wait for the person / bot to reappear or they run away to hide at an advantage camping spot. Even engaging is randomly picked, but how they engage is up to the person wiether to fly over boxes and jump down and slaughter the enemy or even to engage and do it silently.

Everything is random, but making the bot know what the sequences are especially in changable maps has to be difficult. They have to randomly choose the apporpriate sequence and be able to navigate around the map correctly. To me the mere thought is confusing and difficult sounding.

KWo 24-07-2008 23:15

Re: Some upgrades for pod-bot?
 
Quote:

Originally Posted by The_Thing (Post 58573)
So is it so hard to add some another suggestions what I suggested? :(

Yes. Especially when I don't have time to work on it. Actually I'm working on ChickenMod Orange Edition.

Sc0Rp 25-07-2008 15:27

Re: Some upgrades for pod-bot?
 
Ancient, you couldn't explain that better :clap:
It's hard for me to explain those things in a language wich is not my birth-language.
Srry, getting :offtopic:

The_Thing 25-07-2008 18:13

Re: Some upgrades for pod-bot?
 
Quote:

Originally Posted by Ancient (Post 58577)
Well, making a bot more human-like isn't really an idea, more like an unfillable desire.
Implementing an idea and making podbbot mm stable afterwords has to be hard. It is for making a Portal System.

Humans actually do things at random.
They choose a sequence of things at random.
Wiether they randomly choose to camp and wait for the person / bot to reappear or they run away to hide at an advantage camping spot. Even engaging is randomly picked, but how they engage is up to the person wiether to fly over boxes and jump down and slaughter the enemy or even to engage and do it silently.

Everything is random, but making the bot know what the sequences are especially in changable maps has to be difficult. They have to randomly choose the apporpriate sequence and be able to navigate around the map correctly. To me the mere thought is confusing and difficult sounding.

Ok, now something I understand about them that it's not easy to add some of those things.

Quote:

Well, making a bot more human-like isn't really an idea, more like an unfillable desire.
Yeah , but it sound more realistic that You can actually play like with some humans. :D
And for a bots maybe take off that in every round start they say : Fallow me because I dont like that almost all bots are follow to one of them instead of round start follow me in every new round bots will go to each
place. (ok, I can't say it, because I don't know how to say it I hope You understood me.) Then It will be realistic if that follow me will be take out.
And then again bots won't do missions sometimes in de_ maps they not always set up c4 and CT's not always defusing it but run some place else.
And it's on cs_ maps same thing CT's not allways try to rescue hostages and sometimes one of CT take only one hostage and try to rescue him. And they allways camp in vents and I don't like that because I send them radio message : go go go and they don't respond and sit there and I'm amid then in vent and I can't get out, then round are over and hostages are not resuced.

Quote:

Originally Posted by KWo (Post 58583)
Yes. Especially when I don't have time to work on it. Actually I'm working on ChickenMod Orange Edition.

LOL, sounds funny. :)

Ancient 25-07-2008 19:27

Re: Some upgrades for pod-bot?
 
Well, you are trying to say that the bots should sometimes avoid completeing their mission.
Once in awhile don't plant c4 and sometimes don't rescue hostages.
I can see that being a good feature.

One I thought might be good is to auto kick and auto add a bot after being kicked to regulate the different names on a server. Sounds stupid but seems more realistic and will drag people in.

The_Thing 25-07-2008 21:33

Re: Some upgrades for pod-bot?
 
Quote:

Originally Posted by Ancient (Post 58604)
Well, you are trying to say that the bots should sometimes avoid completeing their mission.
Once in awhile don't plant c4 and sometimes don't rescue hostages.
I can see that being a good feature.

One I thought might be good is to auto kick and auto add a bot after being kicked to regulate the different names on a server. Sounds stupid but seems more realistic and will drag people in.

You say that it's good that bots don't do the mission?

Yeah, that seem cool that bots will be auto kicked but is there plugin like that to add with pod-bots?

Ancient 25-07-2008 22:10

Re: Some upgrades for pod-bot?
 
Well, podbot mm could have its own feature to auto kick a bot every 5 or 10 minutes then a little later add another bot with a different name. Like simulating a real server.

About not completing a mission or goal isn't good or bad. It is a nice feature that should be added, but I'm not saying it is a good or bad idea.
A human doesn't complete a goal every single mission. However, they try to. Sometimes when a CT is to save a hostage, they don't because they are afraid to move from a spot especially when they have a certain weapon.

Like if a passive bot is alone and has to save a hostage, it can make a random choice to either try to rescue a hostage or just camp there like a scared person would.
And I know when I play with humans that sometimes they don't try and defuse the bomb/c4. This not completeing a mission is going to make it seem more human-like, but it is probably more complex to put it into code than putting it into an idea.

If you look at newer games, you see them saying how they have to put hundereds of lines of codes to put in certain cases and then the AI (Bot) has to choose them at random or choose the correct one in a specific case. Since KWo has little time and isn't getting paid to do this stuff, not every feature will be added unless they are simpiler and recomended by many and has value in them.

KWo 25-07-2008 22:50

Re: Some upgrades for pod-bot?
 
Quote:

Originally Posted by The_Thing (Post 58600)
And for a bots maybe take off that in every round start they say : Fallow me because I dont like that almost all bots are follow to one of them instead of round start follow me in every new round bots will go to each
place. (ok, I can't say it, because I don't know how to say it I hope You understood me.)

Go to podbot.cfg and find the setting
pb_numfollowuser and change the value You have there to 0. They will not follow anybody. I don't remember, but maybe they also don't use follow me command anymore.
Quote:

Originally Posted by The_Thing (Post 58600)
And they allways camp in vents and I don't like that because I send them radio message : go go go and they don't respond and sit there and I'm amid then in vent and I can't get out, then round are over and hostages are not resuced.

Look at the direction You want them to go and call "Storm the front" - they should go. Eventually go to the place You want them to come to and call "Taking fire need assistnce". Try to be more smart than they are. :P

The_Thing 26-07-2008 18:19

Re: Some upgrades for pod-bot?
 
Quote:

Originally Posted by Ancient (Post 58611)
Well, podbot mm could have its own feature to auto kick a bot every 5 or 10 minutes then a little later add another bot with a different name. Like simulating a real server.

About not completing a mission or goal isn't good or bad. It is a nice feature that should be added, but I'm not saying it is a good or bad idea.
A human doesn't complete a goal every single mission. However, they try to. Sometimes when a CT is to save a hostage, they don't because they are afraid to move from a spot especially when they have a certain weapon.

Like if a passive bot is alone and has to save a hostage, it can make a random choice to either try to rescue a hostage or just camp there like a scared person would.
And I know when I play with humans that sometimes they don't try and defuse the bomb/c4. This not completeing a mission is going to make it seem more human-like, but it is probably more complex to put it into code than putting it into an idea.

If you look at newer games, you see them saying how they have to put hundereds of lines of codes to put in certain cases and then the AI (Bot) has to choose them at random or choose the correct one in a specific case. Since KWo has little time and isn't getting paid to do this stuff, not every feature will be added unless they are simpiler and recomended by many and has value in them.

So I thought is there something like this that some of bots are passive then others, thats way they don't do missions?

Quote:

Well, podbot mm could have its own feature to auto kick a bot every 5 or 10 minutes then a little later add another bot with a different name. Like simulating a real server.
This is good idea so it has done already or it will be make someday, sounds good if every new round will be coming new bots in server. :)

Quote:

Originally Posted by KWo (Post 58612)
Go to podbot.cfg and find the setting
pb_numfollowuser and change the value You have there to 0. They will not follow anybody. I don't remember, but maybe they also don't use follow me command anymore.

Look at the direction You want them to go and call "Storm the front" - they should go. Eventually go to the place You want them to come to and call "Taking fire need assistnce". Try to be more smart than they are. :P

KWo, thanks again for more info. If I could I would add +K to You if this be possible. :D

Sc0Rp 28-07-2008 16:17

Re: Some upgrades for pod-bot?
 
About the follow me command.
If I'm not mistakin', only the bot carrying the C4 will give the command on round start ( just to increase the chance to get the C4 there on time )
But by saying this, CT's won't give that radio command, so I'm not sure of what I am saying now ( can not test myself )

KamiDisturbed 10-01-2010 18:10

Re: Some upgrades for pod-bot?
 
Is there upgrade that the bots wont see trough smoke? i think i posted a thread to it but i need bots that doesent see trough smoke as fast as possible. if theres no such upgrade does anyone know any bots, that aint podbot or zbot, that in the bots mod they wont see trough smoke. i seriously need to know this :D

KWo 10-01-2010 18:30

Re: Some upgrades for pod-bot?
 
Quote:

Originally Posted by KamiDisturbed (Post 60984)
Is there upgrade that the bots wont see trough smoke? i think i posted a thread to it but i need bots that doesent see trough smoke as fast as possible. if theres no such upgrade does anyone know any bots, that aint podbot or zbot, that in the bots mod they wont see trough smoke. i seriously need to know this :D

I was trying to fight with that, but it looks it still doesn't work correctly and it needs to be fixed.


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