Various
Well, I know some of these bugs are mentioned in actual topics but these are just what I've noticed recently.
In the last 2 days I've watched over 400 rounds of the bots playing on 2 maps: de_inferno_old (beta map) and de_skidrow (urban map with small door ways). The bots navigate pretty well, but it seems like the bots go from a waypoint with a ratio, to another waypoint with no ratio and still move around like there is a ratio there. To me they should be following the path lines if they are approaching a waypoint with no ratio. When a bot no longer see's the enemy, they shoot straight up or shoot downwards too, in worst case, they do both. The bots like to get stuck sometimes and get into a big clumpy mess (a big stuck group). Not sure if there is a way to tell other bots that these 2 bots are stuck and to not go into this area until they get unstuck. Combat ratio, I've noticed when the bots fight, they go outside the waypoints ratio. This sometimes causes problems when maps are not fully waypointed, because we've all seen maps where area's are just ridiculous with no purpose. Sometimes they will go into these non-waypointed area's and get stuck trying to find the nearest waypoint (which is sometimes on the other side of a wall). Vents, in the vent area's I like to do one way paths, that way the bots won't get stuck trying to go into the opposite direction and get stuck with other bots and cause a traffic jam. Not sure if there is a way to prevent that from happening. Wasted Ammo, the bots seem to continue shooting well after the enemy is out of sight which is definitely a good way to waste ammo. I've also seen bots pull out a grenade when they are running towards an enemy (I'm not sure if they were out of ammo or not). Also, maybe it would be a good idea to have bots reload after maybe 5 seconds of not shooting at an enemy? Because I did see that the bots will reload after 30 seconds of not seeing an enemy, I think 5 seconds would be more realistic mainly because humans like to reload before they enter new areas or go around certain corners. This one really isn't a bug, but should be a suggestion or an idea. I've noticed in the spawn area, that bots will not reload before the round starts. If a bot lived from the last round, they will not buy ammo, grenades or anything or even reload before the next round starts (or even after the round starts). So if they only have 1 bullet left, they won't be buying anything if they lived from the last round. *This mainly happens with a terrorist has a AK-47 or a CT has the m1a4* Assassination Maps, the VIP's will escape, but I have noticed that the VIPs will often times hunt down enemy's instead of escaping. ES Maps, Counter-Terrorists really like to find those goal waypoints in es maps. In es_frantic there is 1 way to escape and that's behind the CT spawn area. It seems like all the CTs want to go to the goal waypoint and cause a traffic jam in the door way that leads to the escape area. Maybe the CTs should ignore the goal waypoints? Other than these few noticeable things, the bots run very well and I'm glad you had put a lot of effort in making them better. :) I hope you'll continue this great bot project soon, it's rewarding to see new features and new ideas get implemented into the bot. If you would like screenshots, let me know I'll try and show some illustrations of what I was trying to explain. |
Re: Various
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1. The bot gets the WP (and thus the direction) to go and he is trying to look at this direction (except the situation they are somewhere near any danger points (bots get hurt a lot in that area in not long past) or they can see an enemy). 2. The bot is trying to approach the waypoint. If he is somewhere in the WP ratio, he realizes he reached the WP and he is getting the new one (from his WP path). 3. When he is changing the WP to the new one, he is not turning his face fastly to the new direction, but he is turning slowly - so if he is pressing "IN_FORWARD" button, he is going a bit out from the path (so You can see him as not precisly following the slight line bewteen 2 WPs). When his face "reaches" the new WP direction, since this place he is walking to this WP with the slight line. 4. In the case if he has to change dramatically the moving direction (i.e. more than 60 degress), he is a bit slowing down before changing the direction, so he is not going so much "out of the path" (that was a fix to reduce hit a wall effect - instead the door - if the bot was chnaging the direction 90 degrees and then he should hit the door. Quote:
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Re: Various
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But to me, it seems that if a bot is going to go into a new area they should maybe stand for a few seconds to reload and then continue on. I have seen the bots have 10 bullets during a battle and then have to reload in the middle of it. To me, it didn't see human-like. But I do understand that a bot shouldn't reload if they are camped and waiting for an enemy that could be close by. Quote:
But my imagination tells me that, if a person is in a vent exiting after some combat, then they should return to the combat zone with the friend that is also going in the same direction. (Like getting reinforcements). Quote:
Usually the humans in real servers will reload before the round ends. Say the place was successfully bombed, the remaining people would reload if they are not shooting at the enemy. Quote:
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(Map + waypoints are there) http://www.CFEGames.com/downloads/up...rantic0009.jpg http://www.CFEGames.com/downloads/up...rantic0010.jpg http://www.CFEGames.com/downloads/up...rantic0011.jpg (The area that I circled is where the bots usually get stuck and it really annoyed me seeing that they go straight to the goal instead of heading towards the CT Specific waypoints). |
Re: Various - stuck bots issue
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