Pagyra's suggestions
I apologize if there are problems of translation - translated by Google.
Ideas: 1. Enter the voice chat bots, as is done in standard Zbot - helps in game with human teammates and in during round can mark places where located the enemy for bots - by coordinating joint actions bots. 2. Add possibility of tactics - Rush, Search and Destroy, Wait and Clean, Random,... Changing tactics allow points team leader at the beginning of each round. 3. Add a habit of bots (with the tactics of waiting and searching) to walk step. 4. Standard tactics of behavior of CT-bots may change but the basis remains the standard. They must protect bombplace, but in the case of finding a bomb that fell or the Bombers call teammate, and still on patrol nearby range. Live teammates will seek out and destroy enemies, but in case of attack teammates rush to him. 5. Add a habit of bots to move closer or along to obstacles and walls. 6. Add a habit of bots try not to shoot from the stairs, adding the desire to rise or down the stairs sooner - to stabilize the shooting. 7. Add a habit to sit down for firing at long distances . 8. In the case of the sniper to move streif and diagonal or zig-zags, hiding behind large obstacles, move towards him. Sitting down and firing 2 bullet between 2 shots of sniper and move at the time when he aims or hidden. 9. If the enemy shield - throw a grenade at enemy feet and moving around enemy and seek to come to enemy side or back. Shooting in the protruding parts of the body and head, especially if the enemy is revealed for the shot. 10. Teach bots shoot burst. A) Add a habit of bots to shoot a burst from Famas at a far distance, but in the short to try to shoot automatically. B) Add a habit of bots to shoot a burst of Glock in one enemy at close range, but several opponents at long range try to shoot automatically. 11. To create a realistic behavior of the bot - be a better view of the deviation from the direction of motion was only in the event of fire or hiding at obstakles. 12. If the bot heard the noise - he must look at the most remote but visible by bot waypoint with the shortest path from the point where there was a noise to his current position. 13. If the bot does not see the enemy, but sees that the wall come the bullets, the bot should turn to the enemy firing position. Native language is Russian, so sorry for bad english. |
Re: Suggestion
In the FAQ there is an mark in text:
pb_aim_deviation_y (value) - HORIZONTAL (left / right) ... Should pb_aim_deviation_x Make automatic learning with automatic creation of camp, jump, plant and other waypoints in the game bots with people, preservation of the direction / angle of view. Perhaps this is to modify autowaypoints and increase the limit on the number of waypoints. Example, camp - stay on one place (region) more than 8 seconds with save the change in direction / angle of view and pozition. Once tested the bots: For the test took 3 ZBot (CSBot) NiceBot PODBot The result is very sad on the best settings - PODBot - despite its very cheat habit should be aiming for the enemy through walls lost most realistic ZBot (CSBot), and then having the tactics and aggression NiceBot. The only note that thriftiness PODbots. |
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As for everything else - you try to do it?
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Might be inclined to make bots for joint action by the pair. Protection and cover each other in a pair and dividing the opponents in range and armament. Also, you may want to display the individual pairs formed aggressiveness. A surviving single bot desire to re-organize the pair. And the desire to be near the bomb had dropped. In other words, do the tactics on the basis of changes in priorities during the round, depending on events. Quote:
Bots need to try to look in the same direction where they move, except if they both move and fire with the enemy or hide behind obstacles Quote:
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separate list of names for bots into parts for T and part CT very useful when simulating clan wars, etc. |
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At the this moment there is only one type of bots with the same priorities, aggression, team play and the choice of type weapons.
You can do several different "types" bots? Snipers, rusher, camper, random - with different for each type of bots, in priorities, aggression, team play and the choice of type weapons. |
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and i can set there priorities and aggression with the pb_menu. i use randome choich and all bot's are diffrent in there actions and weapons. |
Re: Pagyra's suggestions
It is worth to introduce a more obvious differences of behavior between types of bots, denoting for each type of habits in tactics of behavior.
Snipers must be preferred to use the camp waypoints, but to be the most aggressive on the behavior, but try to work in pairs(average teamwork). Prefers to move a step. Neutral type of bot - rushes to the goal with the battle. Rusher maximum aggression and minimum teamwork. Looks, but does not use camp waypoints, prefers to run. Attack type of bot - rushes to the goal with the battle. Camper minimum aggression and minimum teamwork. Must be preferred to use the camp waypoints, prefers to move a step. Defensive type of bot - defends the area. Random average aggression and maximum teamwork. Looks camp waypoints, prefers to run. Attack type of bot - uses the tactics of hit and run, hitting the enemy (but not killing, or when it detects multiple opponents) try to get around. |
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