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Re: V3B19n Bugs Report
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KWo
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Default Re: V3B19n Bugs Report - 21-08-2008

Quote:
Originally Posted by ProRaiL View Post
some new bugs I have spotted so far:
1) "pb remove" isn't working
It IS working (I have just checked on 2 maps - first on de_aztec (as the first map), then - after changelevel on de_dust2).
Note:
If You are removing the bot by userid
pb #userid
You need to know what userid is. Just write in the server console the command "status" and You will see such lines:
# name userid uniqueid frag time ping loss adr
# 1 "[POD]Harvey_Keitel (96)" 33 UNKNOWN 1 08:56 0 0 00000000:000000000000:0
# 2 "[P*D]Jack_Palance (99)" 34 UNKNOWN 1 08:56 0 0 00000000:000000000000:0
So the userid is not the number from the first column (1-32), but it is the number in the third column.
So if You want to kick the first bot [POD]Harvey_Keitel (96) by userid, You need to write in this case this line:
pb remove #33
If You want to kick the bot by the name, You need to use quotes if its name contain the space:
pb remove "[POD]Harvey_Keitel (96)"
I hope that clearly describe for You how to use pb remove command.

Quote:
Originally Posted by ProRaiL View Post
2) the bot may start camping after calling "follow me", so the other bot which follow him, will just stupidly stand and watch him camping, rather than taking any position or just run away
The task to follow the player was designed to get bots to go somewhere together. After certain time the bot stops following his "user" and he is doing something else. The bot also stops following his "user" after seeing the enemy. Well - it may happen some leader would go somewhere to just camp. When the time of following user task expires, the bot will do something else. Also when he will see the enemy, he will stop watching his user as well. This what You caught may happen, but rather rarelly. I wouldn't say it's a bug. It's just some issue. To prevent it I would need to add a check in the code what is the bot "user" doing during certain time (it may also be a human-player - not always another podbot mm bot). So I would need to add a check-timer if that "user" is moving or not in the certain time. I don't know if that is really worth to implement such thing. I cannot extend infintely the bot structure (with adding some new parameters into bot structure).

Quote:
Originally Posted by ProRaiL View Post
3) they still switch to the knife and not reload pistols very often, I'd better think they should try to hide and reload if the distance isn't very close (use knife only in extreme situations)
If that happens in short distances - that's normal. You have the right to dislike it, but this is expected behaviour (not a bug). They are using knives better than humans, so it's a point to let them to use it in short distances instead waiting for reloading the pistol. If they are switching to knives in longer distances instead reloading the pistol - it might be a bug.
Quote:
Originally Posted by ProRaiL View Post
4) wallshooting with awp, he just stand and shoot randomly to the wall with awp without scope, so he's 100% miss his guessed target (they must shoot maximum 1 or 2 shots and then proceed another task)
How many times did he shoot? I mean how many bullets? It should happen during about 2 seconds (I believe it's about 3 bullets), then he shouldn't shoot through the wall during at least next 15 seconds. This is how it's coded (desired).
Some of the behaviours You have pointed here - maybe they are odd or stupid for You, but they are just their playing style. Different players are using different styles. I have seen a lot of players just trying to shoot (even from mp5navy) through the wall if they expect some enemies behind it (just hearing somebody there). Haven't You? Look - even these settings in botskill.cfg - HEAR_SHOOTTHRU and SEEN_SHOOTTHRU - they were there since the very begininng - I remember it from PODBOT 1.4x (very old, non metamod version of podbot, released by its original author - Count Floyd). You have 2 choices - You can edit botskill.cfg to decrase values of
HEAR_SHOOTTHRU and SEEN_SHOOTTHRU (they are just frquencies of probability it may happen the bot will start to shoot something behind the wall after hearing/seeing something) or You can just completly disable it by the setting - pb_shootthruwalls (which by default is 1). I believe that should solve all Your problems with shooting through walls.