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-   -   Summary of dynosaurlike old defficiencies of Podbot (and solutions) (http://forums.bots-united.com/showthread.php?t=7642)

CS1.6 01-07-2010 00:50

Summary of dynosaurlike old defficiencies of Podbot (and solutions)
 
The oldest BUGs / problems in BOT history..and still not fixed. Here again all summarized:


  • bots should run & aim more like real players. they aim & look weird:
BOTS should not look in weird directions. bots see the world different but his view angle should be parallel to the ground he is walking on.
  1. An enemy will not be in the sky. So a real human of course - according to logic - will never stare into the sky while walking around. A BOT does that though. A typical BOT behaviour.
  2. An enemy will be no smurf. Why does the bot look down on the ground or his shoes as he walks? he shouldnt.. :sorcerer:
  3. his view angle should be parallel to the ground he is walking on ..where another player is expected. Looks more real ..less weird.
------------------O ---> view angle
-|-
__________/\_______walking platform
  • again: if BOT sees an enemy ..he must RUN towards him. And try to kill him..like a real human (or Game Monster AI ..when monsters see you ..in any game, even in MonsterMOD ..they jump you/attack you). Ever seen a real player who sees an enemy and says "Ah.. f*k him..i'm going to somewhere else". But that is what bots do ..typical bot behaviour.
  • moving like a tank (upper body moves detachedly than the lower body)
man get rid of this bad habit of bots to move like a tank. First of all it's physically impossible to move like that for a human via keyboard and second of all it's just weird.
  1. when bots walks forward, he should look forward. BOT should always look/aim in the direction he is moving. A maximum "view side angle" of 90° relative to his walking direction should be the maximum. Basically that is the main point.

BOT head from above:

^ ...max view angle to the left (90°)
|
|
|
O ----> walking direction
|

|

|
v ...max view angle to the right (90°)

  1. no backward jumps on objects. BOT jumps "without looking" on a box/object that is positioned behind him.

Pagyra 03-07-2010 22:51

Re: Summary of dynosaurlike old defficiencies of Podbot (and solutions)
 
This is stupid because even I'm not being a good player often run and jump backwards, especially in hiding and away from his pursuers.
It's just a so-called "knowledge maps", in principle, if it will change then this ability should depend on the difficulty level a bot - the higher the more often the bot can move without viewing the trajectory of their movement on the map

CS1.6 03-07-2010 22:56

Re: Summary of dynosaurlike old defficiencies of Podbot (and solutions)
 
u dont move like a bot ..impossible
and u jump backwards on boxes? when? And why the fk should you do that?

pls no fairytales..

Pagyra 03-07-2010 23:14

Re: Summary of dynosaurlike old defficiencies of Podbot (and solutions)
 
When i moving back from the enemy or moving on the map, I jump on boxes, stairs, ... still holding at gunpoint possible the location of the enemy, and not looking on them.

Ancient 03-07-2010 23:19

Re: Summary of dynosaurlike old defficiencies of Podbot (and solutions)
 
I usually crouch and gun down people. But then again, it's an easier way for the enemy to get a head shot.

Pagyra 05-07-2010 11:35

Re: Summary of dynosaurlike old defficiencies of Podbot (and solutions)
 
In my opinion,
really should change the habit of bots to watch the sky, back, feet, or in the wall, ... on the habit of looking at waypoints where the enemy can come.
With such waypoints are visible from the bot waypoints of the shortest path on which the bot can go to the most distant waypoints on maps and on maps target waypoints (bombplace, hostages).
After all, bot creates its own path to the final for a point?

AlexBreems 10-07-2010 11:10

Re: Summary of dynosaurlike old defficiencies of Podbot (and solutions)
 
agree that the bot should not look up or down moving forward it is inhuman


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