Quote:
Originally Posted by KWo
That works correctly with ZBOTS (CZERO bots) only on default maps. How they react on custom maps - how they can tell You where they are?
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Voice chat bots is done by exhibiting special labels for the regions with waypoints in ZBOTS (CZERO bots)
Quote:
Originally Posted by KWo
I like this, but I have no idea yet how to implement it in code.
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For realization tactics for all bots may want special to change is desire bots to follow / cover for teammates, in depending on the chosen tactics.
Might be inclined to make bots for joint action by the pair. Protection and cover each other in a pair and dividing the opponents in range and armament.
Also, you may want to display the individual pairs formed aggressiveness. A surviving single bot desire to re-organize the pair. And the desire to be near the bomb had dropped.
In other words, do the tactics on the basis of changes in priorities during the round, depending on events.
Quote:
Originally Posted by KWo
That I didn't understand. Please - rephrase.
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in other words -
Bots need to try to look in the same direction where they move, except if they both move and fire with the enemy or hide behind obstacles
Quote:
Originally Posted by KWo
I like this idea, but then the bot would change the direction to look at all the time. The question is - how to determine which noise should affect the bot (to force them to look at that direction) and which one shouldn't? Another thing is - it would require a lot of calculations to do each frame (to find that closest visible waypoint), so it would negatively affect the server performance.
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I agree about turning on the sound and negatively affect the server performance ... then it is possible to put only the effect of the closest sounds (except those that created teammates)?
Quote:
Originally Posted by KWo
You have to know one thing - the bot doesn't see the world around him like You do. The code calculates if the bot should be able too "see" the enemy, if he is in a distance he should "hear". So the bot doesn't see everything around him, but the code just is focusing on some more important objects (like players, weapons, obstacles). Bullets don't belong to that group, so bots aren't reacting on them. Because there is a lot of bullets around bots (since everybody is firing almost all the time), that would need to make a lot of calculations if any of bullet could be "visible" or not by a bot (and that would again negatively affect the server's performance). I believe after that explanation You understand the dificultiness of implementing Your idea.
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But it is possible to catch the same appearance near the bot decal holes from bullets, sounds, sprites ricochets, flares and smoke(while there was no alarm from the bot).