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-   -   good ideas ... (http://forums.bots-united.com/showthread.php?t=7033)

dr.death 04-02-2009 17:40

good ideas ...
 
:big_surprised:
the bot:
the bot has to hit the enemy so that it is seeing the enemy to be more like a human.
when it will disarm the bomb the first he has to go to the waypoint Prossimo more for her not to disarm after being arrested.
he must have new cvars in botskill:
Headshot percentage which is in the bot only hit 100 Headshot at 0 and has never hit the bot Headshot.
reaction time when the bot hears a sound or is hit by enemy detects the enemy but not shot it exactly, but close only.
atack time when the bot has seen an opponent to attack after that time but then you start not miss any shot.
errors in the viewfinder is a cvar for the chance to hit when you shoot.
the bots will not go to areas that have no waypoints as precipices deadly lasers and etc ...
the bots should have figures for each name in the botname iqual Realbot.
the bot can not get hostages if the enemy is behind the hostage.
ever have a cvar for the time that the bots use the chat.

:big_surprised:
waypoints in:
there should be squares waypoints.
there should be more than 112 in radius.
there should be restrictions to certain waypoints in weapons such as a waypoint or just to just to sniper or ak-47.
waypoints to specific pump and vip and hostage not only goal (to have maps that pump + hostage + vip)
danger factor should have manual.

Ancient 05-02-2009 04:14

Re: good ideas ...
 
I think count floyd created the simple waypointing system long ago.
Making these major ramifications would change the bot entirely. I would only recommend copying other bot navigation systems if podbot mm makes an import or transposition to Counter-Strike: Source or something newer.

KWo 06-02-2009 22:29

Re: good ideas ...
 
Quote:

Originally Posted by dr.death (Post 59667)
the bot:
the bot has to hit the enemy so that it is seeing the enemy to be more like a human.

Please, re-phrase it. I don't understand what You are saying...

Quote:

Originally Posted by dr.death (Post 59667)
when it will disarm the bomb the first he has to go to the waypoint Prossimo more for her not to disarm after being arrested.

Same comment like above one...
Quote:

Originally Posted by dr.death (Post 59667)
he must have new cvars in botskill:
Headshot percentage which is in the bot only hit 100 Headshot at 0 and has never hit the bot Headshot.

Those setting are already existing in botskill.cfg (not as a cvar, but somehow You can have the influence on that).

Quote:

Originally Posted by dr.death (Post 59667)
reaction time when the bot hears a sound or is hit by enemy detects the enemy but not shot it exactly, but close only.

They do the shot "somewhere near" the enemy behind the wall (never exactly). The reaction time also exists in botskill.cfg and it doesn't matter if the enemy is visible or hearable only.

Quote:

Originally Posted by dr.death (Post 59667)
atack time when the bot has seen an opponent to attack after that time but then you start not miss any shot.

I understood only the first part of that - please, re-phrase.
Quote:

Originally Posted by dr.death (Post 59667)
errors in the viewfinder is a cvar for the chance to hit when you shoot.

It also exists in botskill.cfg so You can edit those values there.

Quote:

Originally Posted by dr.death (Post 59667)
the bots will not go to areas that have no waypoints as precipices deadly lasers and etc ...

They do only unwaypointed movement while attack in short distances.

Quote:

Originally Posted by dr.death (Post 59667)
the bots should have figures for each name in the botname iqual Realbot.

You mean the bot should hae personalities hardcoded with each name. It was (and it will be) always depanding of the parameters while adding a bot (one of parameters is a personality).
Quote:

Originally Posted by dr.death (Post 59667)
the bot can not get hostages if the enemy is behind the hostage.

What he should do then? Shoot through the hostages?
Quote:

Originally Posted by dr.death (Post 59667)
ever have a cvar for the time that the bots use the chat.

Please read if it's the same what was asked here.

Quote:

Originally Posted by dr.death (Post 59667)
waypoints in:
there should be squares waypoints.

That would need to change the whole waypointing system. Rejected.
Quote:

Originally Posted by dr.death (Post 59667)
there should be more than 112 in radius.

What do You need it for? In 112 is enough space to let go 2 bots near them-selves on one side of the waypoint.
Quote:

Originally Posted by dr.death (Post 59667)
there should be restrictions to certain waypoints in weapons such as a waypoint or just to just to sniper or ak-47.

That would make more complicated the algorithm of pathfinding.

[quote=dr.death;59667] waypoints to specific pump and vip and hostage not only goal (to have maps that pump + hostage + vip)
Please - re-phrase (I don't understand that).
Quote:

Originally Posted by dr.death (Post 59667)
danger factor should have manual.

It exists in podbot.cfg:
pb_dangerfactor 800
You can change it if You need.

dr.death 09-02-2009 04:16

Re: good ideas ...
 
:sweatdrop:
sorry I'm using google translator ...
1 bot has to hit the enemy only if the bot is seeing the enemy.
2.if the bot go to the waypoint closest to the bomb before going to bomb, that would improve the way they defuse the bomb.
3.if Headshot at 100 in botskill the bots are hitting almost never Headshot ... i need Headshot 100 = 100% chance to hit Headshot.
4-5. the bots should stop seeing "behind the gourd"
last. must have vip waypoint, bomb waypoint and hostage waypoint to separate and not a single goal waypoint type.
will now give you understand?
:sweatdrop:

KWo 09-02-2009 09:54

Re: good ideas ...
 
Quote:

Originally Posted by dr.death (Post 59698)
1 bot has to hit the enemy only if the bot is seeing the enemy.

Can't be. If Your enemy disppears behind the door, You are firing at the door and You are hitting him, but You cannot see him that time. Why the bot shouldn't do the same? If You can hear the enemy behind the wall and You would spray a bit from Your weapon, You also have the chance to hit him - even if that time You cannot see Your enemy.

Quote:

Originally Posted by dr.death (Post 59698)
2.if the bot go to the waypoint closest to the bomb before going to bomb, that would improve the way they defuse the bomb.

If You would use V3B20b - from beta section - You wouldn't have any problem with defusing. It's called beta, but it really should be called "build" - because is stable and have same or even less bugs than the version in the fullpack - which is called unfortunatelly "official".
Quote:

Originally Posted by dr.death (Post 59698)
3.if Headshot at 100 in botskill the bots are hitting almost never Headshot ... i need Headshot 100 = 100% chance to hit Headshot.

OK - if that doesn't work like it should be - that's a bug (not a new idea). If the bot cannot see Your head, but he can see Your corps, hands, legs etc - the bot will try to hit this what he can see (no matter if the headshot parameter is 100 or 0) - and that is correct.

Quote:

Originally Posted by dr.death (Post 59698)
4-5. the bots should stop seeing "behind the gourd"

Compare this bot with yapb - yapb always knows exactly where the enemy is behind the wall. Podbot mm is trying to shoot somewehre near his enemy behind the wall (sometimes he still can hit the enemy, but You can do the same).

BTW - where are You from (I mean country)?
Quote:

Originally Posted by dr.death (Post 59698)
last. must have vip waypoint, bomb waypoint and hostage waypoint to separate and not a single goal waypoint type.

Why do You need it for? The maps with hostages, vips and bombs at one map aren't supported. I mean if on one map You have everything in one time (bombs, hostages and vips) - podbot mm doesn't support such maps.

dr.death 09-02-2009 15:50

Re: good ideas ...
 
I'm from Brazil.


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