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Bots and func_breakables
I noticed one change in the way bots treat func_breakables, but I don't know exactly at which point this was changed.
In old bot versions I had, bots would shoot a func_breakable that blocks their way really quickly. For example, you could make them jump through a window, and the first bot to make that jump would hit the window, shoot it immediately and proceed. If I'm not mistaken, in either POXBot or PODBot 2.5 they could even shoot the window before reaching it, flying elegantly through the smashing window glass. Now it takes several seconds (up to 5 or 6) before they finally shoot a func_breakable. It's especially bad with func_breakables that block the bottom or top of a ladder - sometimes they even get stuck there (the bots, not the func_breakables). Moreover, I wonder if there's some way to make bots shoot several func_breakables that block their path, e.g. 3 or 4 wooden bars that block access to a sewer access shaft (like in as_tundra or cs_crimetown). So far, bots will shoot the board where the WP connection goes through, and if another one is really near, you might be lucky and they'll shoot it, too. But I never got them to shoot all three boards in as_tundra, and so there's no way to get that ladder work in both ways. Maybe elements of the button code could be used? Didn't I read somewhere that bots detect when a connection is blocked by something and automatically search for a button? Could the same be done with func_breakables? |
Re: Bots and func_breakables
Yes, I think, at least at the expense of a little bit more careful coding...
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Re: Bots and func_breakables
Hm,that sounds good. Because not many mappers were as bot-friendly as the bloke who mapped de_luxor: There's a mine entrance there which is blocked by several wooden boards. However, he somehow made them all one func_breakable, so when you shoot one, they all break apart.
But for the time being, it would already be nice to see bots shoot func_breakables a bit faster. |
Re: Bots and func_breakables
i noticed the same problem on de_prodigy_2000 (i mean the remake of prodigy where there is a additional way around )
and htere are 2 breakables 1. doors with 4 independent breakables (looks like extruded doors) 2. second normal big breakable and 3 smaller ones just after the big one the bots seem to breake the lower part but got suck cause they are not breakaing all breakables (if it is ot doen then there is no way to walk through it |
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