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Re: Podbot Beta 3.0 Updates? ^^
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Sc0Rp
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Default Re: Podbot Beta 3.0 Updates? ^^ - 02-05-2008

I'm back with the testing results of V3B19g:
-They definitely plant more bombs; as soon as they are in the plant-zone, they activate the C4. Good job.
-Like you said, the radio command bug indeed is fixed.
-I have the feeling that the bots are a bit tougher than in the previous version.

Despite all the good evolutions there are still bad bot-behavings:
-The switch weapon bug is still there ( now I could expierence/watch it more cause T's plant the bomb more often if there are enemies nearby )
-CT's sometimes have a hard time to track the planted bomb ( sometimes you can find them camping on the other bombsite, but that might depend on the map they're on )
I even saw this situation: T's plant bomb on A of de_dust2, bomb planted on the floor ( so it should be no problem at all to reach the bomb )
Then all T's are killed, time enough to defuse ( about 3 CT's alive and present on the bombsite ), but they couldn't find the bomb.
I really saw them climbing the boxes to check other possible bomb-plant possitions while the bomb was planted on the easiest place.

For the rest, everything else looked fine.
Keep up the good work!


[SIGPIC][/SIGPIC]
  
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Re: Podbot Beta 3.0 Updates? ^^
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KWo
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Default Re: Podbot Beta 3.0 Updates? ^^ - 21-05-2008

New update - V3B19h:
+Changed the code for CTs to better find the planted bomb.
+Added - since the bots are affected by darkness, they have to use flashligths (in the next version I have to add a check if mp_flashlight is 1 - so they are allowed to use flashligt). Thanks THE_STORM for the tip.
+Added more info for wrong waypoints connection ("Waypoint problem. No path found" message should also say beetwen which nodes the path is missing).
+Fixed the bug with radio commands the bots were saying to nobody (if none of teamnates was yet alive).
+Fixed the bug with pb_mapstartbotdelay (thanks to Orangutanz to point it out) and pb_wptfolder cvars not loaded for the first map.
+Added the new cvar pb_latencybot [0|1] which lets You show one the scoreboard the string [BOT] instead nothing (requested by sPlOrYgOn). Note - it works only when the bot is adding/creating, so changing the cvar later doesn't affect any bot already in-game.
  
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Re: Podbot Beta 3.0 Updates? ^^
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AlexBreems
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Default Re: Podbot Beta 3.0 Updates? ^^ - 23-05-2008

Good job, KWo!
  
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Re: Podbot Beta 3.0 Updates? ^^
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Immortal_BLG
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Default Re: Podbot Beta 3.0 Updates? ^^ - 25-05-2008

LOL!!!

Has noticed bug, which is connected with UTIL_IlluminationOf on dust2, when model from a map (box) of the beginnings to move(after addition ~ > 4 bots) on a map after one of bots and any model as a white pipe repeats movements behind me, but has little bit different coordinates as against me, as well as the box about which was spoken above

there are the screenshots about this...
Screenshots.zip
  
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Re: Podbot Beta 3.0 Updates? ^^
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KWo
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Default Re: Podbot Beta 3.0 Updates? ^^ - 25-05-2008

OK. Thanks for the report. I'm going to fix it soon.
  
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Re: Podbot Beta 3.0 Updates? ^^
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Immortal_BLG
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Default Re: Podbot Beta 3.0 Updates? ^^ - 25-05-2008

Yes there is nothing, by the way it is shown not frequently and coordinate of bot = to coordinates of these boxes, and as I spoke earlier: coordinates of bot and box different, therefore sometimes it happens, that when bots on dust2 respawn(CT), they include lanterns, though there many light...

Last edited by Immortal_BLG; 25-05-2008 at 15:05..
  
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Re: Podbot Beta 3.0 Updates? ^^
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KWo
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Default Re: Podbot Beta 3.0 Updates? ^^ - 28-05-2008

Yet another update - V3B19i:
+Added a check if mp_flashlight is 1 - so the bots are allowed to use flashligt.
+Changed a bit behavior of using flashlights (no longer used while attacking or they can hear the enemy nearby - so they aren't easy target anymore).
+Fixed (I believe) the bug mentioned by Immortal_BLG - the model for lightning shouldn't be visible anymore (need more tests).
+Bots are buying and using nightgoogles on dark maps
+Bots are no longer trying to use any weapon except knife if they are zombies.

I hope this version will make happy pogsnet.
  
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Re: Podbot Beta 3.0 Updates? ^^
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ProRaiL
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Default Re: Podbot Beta 3.0 Updates? ^^ - 04-06-2008

1) The bot aiming seems like inaccurate a bit...
2) AWP shooting is just awful... He tries to jump and move while shooting, and aims around a second on the 100 skill...
3) Priorities looks like messed up... He defuses (tries to, because I didn't ever seen he do it successfully because he can't "catch" the bomb) when there's alot of enemies around; running around picking up weapons while he's under attack or when the bomb is ticking and no enemies left.

You can see it on this demo: http://prl.jino-net.ru/podbotdemo.rar

That tight shit covers all of your interesting features... I think you should aim on changing old ones rather than doing new...
  
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Re: Podbot Beta 3.0 Updates? ^^
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Immortal_BLG
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Default Re: Podbot Beta 3.0 Updates? ^^ - 10-06-2008

KWo, why to you to not make so on/off flashlight so: "pEdict->v.impulse 100;" ?

I personally for YaPB bot have made so:

PHP Code:
void Bot::SwitchFlashlight (bool on)
{
    
// this function switches on/off the flashlight of a bot.

    
if
    (
        
m_isReloading ||
        
strncmp ("zombie"GetModelName (GetEntity ()), 6) == ||
        (
            (
on && (!g_botVar[Variable_FlashLight]->GetBool () || (pev->effects EF_DIMLIGHT) || m_flashLightBattery == || !IsAlive (GetEntity ()))) ||
            (!
on && !(pev->effects EF_DIMLIGHT))
        )
    )
        return;

    
// switch on/off the flash light
    
pev->impulse 100;

It would solve some problems with flashlight battery & else...

& P.S. googles is written goggles
  
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Re: Podbot Beta 3.0 Updates? ^^
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KWo
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Default Re: Podbot Beta 3.0 Updates? ^^ - 10-06-2008

Thanks for the tip.
I did some workaround for the battery, but if that impulse trick would work better - I don't need my extra code for the battery.
  
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