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introducing... BotAim 2!
yes! it's here :D
BotAim 2 plugin for metamod that gives your bot the most configurable (and hopefully the best) aiming ever! whoopee http://filebase.bots-united.com/inde...on=file&id=274 well and here's the readme Quote:
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Re: introducing... BotAim 2!
Is this based on the your new aim algoritm ?
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Re: introducing... BotAim 2!
yes, that's the one we've been discussing with Aspirin and the others. It's also explained in the wiki btw :)
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Re: introducing... BotAim 2!
nice, but I'd rather use that k^2 = 4dm relation and give the user just a factor how much larger, i.e. how many more oscillation he wants and let him just edit one of those, either k or d.
hm, once again using frametime inside the speed calculations ?! well, or I gotta read that after the physics test tomorrow, maybe I see it then. hm, why commented out the bot movement itself ? worked fine here ... PS: "modern" physics, lol |
Re: introducing... BotAim 2!
I tested the plugin and I see very good aim. But from my point I think that the shot after the bot fire is automaticality go in me. The bots shoot no stop and all shots go in me. Maybe your plugin need a some fix ;).
Maybe my english need a fix :P. |
Re: introducing... BotAim 2!
argh, you were right! Paulo-La-Frite's aim fix bug struck again :D I corrected it and uploaded a new version. You can download the plugin again, it should be fixed. Note that if you find the aiming too skillful, you can tweak its parameters yourself.
@aspirin: "hm, why commented out the bot movement itself ? worked fine here ..." well yes... in theory it should work fine, that's what I was thinking too... but in practice the effects are horrible, the bots can't aim crap with that thing turned on. I must have screwed something, or else I got it all wrong... Weird :| Anyway I'm fully satisfied with the aiming as it is, and I think I'll leave it as is until someone complains. :D |
Re: introducing... BotAim 2!
looked it up again. the reason, like I already told you about your post in the wiki, that you multiply your speed already with the frametime. this isnt a good idea, because in the next frame, you'll have problems with the damping, because you then have sort of frametime^2 there. and it's not fps independant when doing it the way you do it. just multiply with the frametime when adding the speed to the current angles. you might also check that when regarding the units in your equations I think.
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Re: introducing... BotAim 2!
hm yes, you are right. Something could be improved here. Hold on...
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Re: introducing... BotAim 2!
I've noticed an enormous aim improvement with this plugin :) BUT only against human players. When multiple bots fight each other, they constantly miss and shoot above the head, then they go close up and fire single shots at each other :'(. This is very annoying as it takes a long time for the round to finish. Please try to fix this problem. I am using the latest P0DBot_mm.dll.
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Re: introducing... BotAim 2!
8D
You were right and I finally found the bug! Phew, that was a pesky one :D The bots were simply forgetting they were targeting someone, and thus switched back their aiming into "no target" mode. This could happen because in order to know if the bot targets someone I was firing a TraceLine in the direction of its ideal angles. BUT, because the plugin needs to work on the StartFrame_Post() hook, the player's origin had already been moved by the game DLL and my traceline was simply missing its target... :) I fixed that by adding a delay between switching back to no target mode. This way, if one traceline fails the whole combat aiming won't be compromised. I have also fixed the frame time problem as suggested by aspirin. This leads to new values for the damping coefficients. I'm uploading the plugin again. 8) |
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