Re: not correct detection by bots chicken as a friend/enemy -
23-04-2005
I don't understand exactly your description of the problem. In fact, the chicken model in cs_italy not being a player model, this implies that chicken plugins cannot change the player model to the chicken one like that. Instead, they make the player invisible and they spawn another (new) entity right at their feet, with chicken.mdl as render model. The problem is that chickens are func_breakable, and most bots find it funny to shoot at func_breakables when they encounter some.
Put yourself in the skin of a bot. You see a func_breakable on your way. Your code tells you to shoot at it. And so you do.
Now, how would a human think in the same situation ? How do you recognize a chicken to be your friend, or your enemy ? If you are able to tell a bot coder exactly what are the thinking steps that lead you to either conclusion, he will be able to implement that in his bot code.
Personally, I find that problem very difficult to handle for bots, unless cheating is involved (for example, let the bot see invisible entities, thus making them able to see the players hiding behind the chickens). Another method would be to agree with the chicken plugin authors on something, that for example the v.owner field of the chicken's edict be set to the player who owns it. The bot could then parse the v.owner of a func_breakable chicken when it sees one, and find out whether the player behind it is an enemy or an ally.
RACC home - Bots-United: beer, babies & bots (especially the latter)
"Learn to think by yourself, else others will do it for you."
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