Quote:
Originally Posted by person135
Waypoints:
please increase the number of waypoints allowed and the different types of waypoints.
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Number of waypoints will not be increased. I could see some maps poorly waypointed with max allowed number (1023+0) and with such number of waypoints the server starts to lag. Imagine You need to re-search some array[1024x1024] to find a path. Then - if You want for example research the array [2048x2048] how many calculation You need to make more?
Quote:
Originally Posted by person135
Can you include a waypoint that when bots go there or see it, they start shooting even if there's no enemy.
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If the bot can hear the enemy - it is starting to shoot at that position - no need to add an extra new waypoint for it.
Quote:
Originally Posted by person135
Also, please have a separate sniper waypoint. This way, there won't be any camping with weapons like pistols.
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Quote:
Originally Posted by KWo
New binaries have been uploaded into the filebase ( V3B18 ).
Changes:
+ Changed - bots should camp more often if they have some sniper weapon, they shouldn't if they don't have any rifle or any sniper weapon
(...)
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It has been fixed few versions before - if the bot has the pistol in its hands, it is not camping anymore.
Quote:
Originally Posted by person135
Custom weapons:
You can have custom weapon cfgs that tells bots where to camp and use weapons and where not to camp and use such weapons and stuff like that. It can also tell bots how to use certain weapons, such as bursting or silencers.
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Adding more configs will make this bot more complicated to manage. The people like much more the easy solutions. Look at CZERO bot - the bots are defined with their preferences and You need to choose only the bot You want to play against.
Quote:
Originally Posted by person135
Custom maps
A good way to make bots seem even more human like is to have custom map configurations and files. For example, you can have a custom map thing for de_dust2, telling bots to go to specific places and such and to dodge places and to do certain stuff the first time they approach an area and to do something else the second time they come to the area. It could also tell bots how to camp and in what direction.
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The same as above - I don't see anyone except You using it. The people are just to lazy to investigate the time with preparing better teamplaying. They just want to add some bots and play against them. This part is even more complicated then everything You posted above. It's not worth to implement it (too much work and too low benefities of usage of it in the future).
Quote:
Originally Posted by person135
Another thing it could do is to tell bots where to retreat and stuff if one team is overwhelming the other one. for example, CTs are really beating Ts, so the custom map thingy specifies areas for the Ts to retreat to. It could also tell bots where to look and stuff when they go through a door or pass a crate or something.
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That is included in A* pathfiding algorithm. If the bot gets hurt more often in some area - deffensive and normal bots are trying to find more safe way to go somewhere (only psycho bots don't care about it). Well - exactly the personality of the bot is changing while playing a round. The bot is spawned with the base personality (defined in personality type when You add a bot) - then if the bot kills someone - his aggressivity grooves, if it get hurt (health goes down) - its aggressivity is lowering down (the fear level grooves) - the bot is staying more deffensive. That works good.