Re: Let go off auto-waypointing? -
23-06-2004
I really think that 'important' areas with special properties, like supernodes, should be implemented. In maps there are areas which are simply very hard to get a bot to act realistically at. Like the tunnel in de_dust. A real human will usually be stupid, camp near the middle. A smart person will camp at the dark spot by the boxes in the far right (from T entrance), or watch doubledoors near the boxes over there. The entire region has only two aim-to areas, which is an area right in front of the double doors-tunnel entrance (just after the hallway) and the middle of the hallway leading to the sniper's nest and underpass. If you could code it so that the bots camp at those 3 spots, and the middle area, and they automatically aim in the region of those two areas... BAM, realistic human response.
Yes, lots of nodes = very chaotic... but what I also noticed is that bots follow the nodes almost precisely, so perhaps that should also be corrected. Bots should also detect ledges, so that they dont fall off them just because a node walks along one and they dont turn or they go too far. The problem is, once ONE bot falls, then it becomes a noded path, which means more bots may fall. Then by the time you've played Mindmaze2 enough to get sick of it, you have bots that will fall off ledges and lose half of their life EVERY ROUND.
Yes, I want many things fixed in Realbot... but, now that it is open source I can post these suggestions without feeling guilty about having one person have to implement all the good ideas.
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