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Making Realbot suck at shooting for once
i saw the code and im looking into why the personality values dont seem to affect the bots... Anyone else come up with something? Every one of my friends called the bots hackers so yeah.
[edit] the ini_parser seems fine, im learning about class pointers but i have a general idea. what about Random_float? [/edit] |
Re: Making Realbot suck at shooting for once
Well, I installed PODBot for testing, and POD's have a setting to disable "inhuman turning" aka Realbot's turn-on-a-dime.
I'll look into porting this, but it might be something Stefan will have to look at. |
Re: Making Realbot suck at shooting for once
Let me help you a bit:
in bot.cpp, there is the cBot class written. In the function cBot::Aim() the bot aims at a vector given as argument in that function. Now, we look where Aim() is called... hence! it is called in the function below, called AimAtEnemy() at the bottom of AimAtEnemy you see Aim() being called. The function AimAtEnemy looks like this: Code:
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Re: Making Realbot suck at shooting for once
I bet you can change the if bot_skill < lines, because i noticed SKILL > 1 is even better then SKILL < 1 :D
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Re: Making Realbot suck at shooting for once
English translation:
If bot skill is from 0 to 1, target enemy in head. If bot skill is from 1.1 to 3.9, target enemy with a randomized offset. If bot skill is from 3.1 to 4.9, target enemy's location without correcting for movement. If bot skill is 4.1 or worse, aim way above head without correcting for movement. Those numbers are wrong. :) I would put it like this: Code:
if (bot_skill <= 1) I can't figure out the code that actually does the turning of the bot, they seem to turn at the speed of light as if their sensitivity was at 200 or something extreme. |
Re: Making Realbot suck at shooting for once
Funny thing, I run all my bots on skill 1 because otherwise they rarely present a challenge, but this time I chose to have a 'team' on my side.
When I died, I spec'd the guy that killed me and he was simultaneously shooting at 3 people using speed-of-light turning. He'd snap of two shots at one guy, and his screen would flicker to another, and then another. It was insane. |
Re: Making Realbot suck at shooting for once
yes so it should be correct
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Re: Making Realbot suck at shooting for once
2 Questions
1. Whats the constant of 2500? 2. Does AimAtEnemy() modify where the bot is facing or where the bullets will go? Note: i noticed the bots don't share the same recoil as our human buddies |
Re: Making Realbot suck at shooting for once
1. the constant is a distance, (ie the further away, the more 'fuzz'). I have upped this to 4096 in the new source
2. the AImAtEnemy() function modifies their 'gun' position. And to you rnote: the CS DLL makes bots have the same effect in recoil as humans... |
Re: Making Realbot suck at shooting for once
Aye, I think the bots should keep their superhuman turning because at skill 0 it is still easy for me to be 5-1 against them in a 6 vs 6 match.
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