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Re: POD-bot back into shape.
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MusicMan
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Default Re: POD-bot back into shape. - 07-04-2004

yeah and it would be cool if you could also make them run with the knife whenever they have to rush to the bombspot and defuse the bomb

MusicMan
  
Re: POD-bot back into shape.
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[NvT]_KaszpiR_
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Default Re: POD-bot back into shape. - 07-04-2004

ahh yea
the ct whould not "try to detect the enemy " when all are dead - they should rush to bomb with knife when c4timer is below 5 sec
and maybe also reload on round end
  
Re: POD-bot back into shape.
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SoUlFaThEr
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Default Re: POD-bot back into shape. - 07-04-2004

i see my bots running witrh a knife from the start until they see an enemy......whats up with yer bots?

should i make a demo to show you ?

the idea about running with a knife when the bomb gets planted but......you make easy targets out of them if you do that.....they'll run until they see an enemy.....and then draw...against a human.....too late
maybe when the bot reevalutes his mission after hearing "bomb has been planted", that they force choose aggressive bot mode......he may take his knife out anyway......



Last edited by SoUlFaThEr; 07-04-2004 at 20:53..
  
Re: POD-bot back into shape.
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MusicMan
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Default Re: POD-bot back into shape. - 07-04-2004

Ok I will check again if they are starting with the knife

@PMB I have noticed that the podbots aim have been improved alot. To me it looks like if you interpolated their fast turns then it would look very nice!

MusicMan
  
Re: POD-bot back into shape.
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  (#395)
SoUlFaThEr
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Default Re: POD-bot back into shape. - 07-04-2004

PM....

could it be possible to get the bots to pick up weapon grenade and armor entities placed in the map by the author or a map hack utility?...

people on fy_iceworld with bots will be REAL happy.......along with all those other fun maps that have pick ups that bots never use.


  
Re: POD-bot back into shape.
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  (#396)
>BKA< T Wrecks
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Default Re: POD-bot back into shape. - 08-04-2004

Yes, that would be an interesting addition. There are ways to lure bots to equipment lying around, but this doesn't work very reliably and can cause unrealistic behaviour.
However, there must be something in the code that makes bots skip strict waypoint navigation and collect weapons dropped by an enemy (if stronger than their current weapon). Could this piece of code be used to make a bot collect ANY "useful" (=stronger/better) item near him, no matter if dropped by an enemy or lying there by default?
I was also wondering why it is that bots can't pick up pistols... sometimes the first round can get funny or annoying, when the three or four remaining bots are all out of ammo and sneak through the map with their knives, not daring to openly approach each other because they apparently still follow the normal combat routine, as if they still carried guns. 9_9



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Re: POD-bot back into shape.
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[NvT]_KaszpiR_
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Default Re: POD-bot back into shape. - 08-04-2004

okay, my report form podbot bots-united 06-april-2004 also the same results on 04-april-2006 version

OS:

Hlds Steam version but with -nomaster -insecure +sv_lan 1:
metamod 1.17 from page of realbot, tsted also with orginal mm 1.17 and with debug version
pingboost 1

no other metamod stuff


Hardware Server specifiacation
Via Apollo with AMD K6-II 450 overclocked to 500 MHz, but it is stable unless 50st C , usually CPU temp is below 40st C.
40 gig Seagate Barracuda 4




symptoms:

after few minutes of play hlds server freezes - it is not crashing or segmentation faulting - its not that!)

the hlds console is not reacting on any typing to it or no remote access



hlds is running with max cpu usage it can get after freeze process

noticed this can be related to bot trying to jump or aim - i suspect some endless loop out there

on self compiled version i have noticed the same result
gcc version 2.96 20000731 (Red Hat Linux 7.3 2.96-110)

the more bots on server the easier for freeze


more screens,logs, config files on http://nvt.prv.pl/download/bots/podbot_mm/
there is debug.zip for you , maybe it will help, especially about logs that hlds produced


exept for that the bots are performimg extremely well , really impressive
just too bad it freezes :/

Last edited by [NvT]_KaszpiR_; 08-04-2004 at 10:37..
  
Re: POD-bot back into shape.
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  (#398)
[NvT]_KaszpiR_
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Default Re: POD-bot back into shape. - 08-04-2004

ahh one note about release
the readme files are wrong
the paths should be
linux addons/podbot/podbot_mm_i386.so
same the whole podbot should be in addons/ dir like most of other mm plugins
  
Re: POD-bot back into shape.
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  (#399)
SoUlFaThEr
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Default Re: POD-bot back into shape. - 08-04-2004

heres a list PM
1. Fix readme text with linux .so
2. Bots should recognize the Armor_Entity as well as seeing a dropped Model
3. (new idea) allow Add and Del Multiple pwp simultaneously, Example: pwp del 185,194,64.......3 paths at once! or more......again this would save more typing
4. Force bots to check for names and login with no matches possible. The Botnames.txt has 63 names in it. no one will have a server with 63 players......max is actually 31 i think. this will solve compatibility with the Statsme plugin making unnecessary multiple rankings on bots by adding [1] to thier names to differenciate doubles.
5. thanks a lot !



Last edited by SoUlFaThEr; 08-04-2004 at 12:47..
  
Re: POD-bot back into shape.
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  (#400)
rex
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Default Re: POD-bot back into shape. - 08-04-2004

hi Pierra-marie bats,
trying to get realbot wroking with your version of podbot, but can't.
reading thought the posts on here, you say it is a problem with realbot.
just want to tell you that i have podbot working with metamod and realbot.
can't remember where i got the .dll from but it's a metamod dll for podbot 2.5 and it works find with realbot.
thought maybe you could work with this and get your podbot working with realbot. would be great if you could.
keep up the good work mate.
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