first:
i noticed that when bot gets attacked he saves the last opsition of the emeny (or the waypoint the colsest to the pisotion, if i'm correct)
the problem is when they decide to abandon the place and run somwhere else
they still look in that direction causing them ro usually run backwards or look into stupid places in moments the normal player would look where he goes (well, the basic idea)
would be nice to change teh behaviour so that bot would forget the dangerouns place and started to look around after some time (like diceded the enemy was not seen long enough , so the enemy could escape and the place i am looking is no longer so dangerous, let see somwhere else)
second:
would be nice if bots could look around more often
third:
sometimes i feel like bots are deaf, but it seems it depends on level
many times i was able to run to bot from the back and shot full series abohe his head and he behaved as if he heard no shots!
of course they react when getting hit.
fourth:
this is a tought one i think, cause it interferes with path waypointing
is it possible to add extra routines so bots could choose the another way to the point on the map. they often repeat the same movenets to get into some place on the map
in example jumping form gallery when runnign form CT spawn and getting to the box on the left after jumping
would be nice if they coudl also jump differently but i guess the algorithm of path finding is written in sucha a way that to obtain shorthest path in the given search time (so when determining the way they get usually the sam path)
i'm not sure if it is possible but maybe adding some
random checkpoints to reach before getting to the final waypoint (random wp would be chosen from teh list ow wpts that are in given range from destination waypoint)
five:
on de_ maps (well maybe not on csde) if bomb planted and all terro killed, then ct bot should not behave as if there were enemies on the map.
six:
picking items and defusing - seems bot tries to get to the item coordinates and perform action - well, if the item is unreachabe he is spinnign aorund in the area making him an easy target that does not retuns fire
i notieced form example on dust2 that there is a place that when bot plants the bomb (standing on the green box) then the bomb gets planted, and the defusing bot walks up to the green box and tries to reach the c4 that is under its legs (so bot is exackly above c4 but higher and cannot reach it)
solution would be to determine the best way of reaching the place by let say checking 14 vectors from d4 place and checking if they are not blocked (i know, very blurry idea)
seven:
throwing - is it possible to lear bots to throw nade by bumping it from the wall? (cause sometimes throwing in the only vertically is not always sufficient
eight:
shield - anyone knows good method of detecting and blocking the shield buying by bots? (can be amx plugin
)
those are my ideas.
i know the difference between what users want and what coder want to achieve (or can get done in given time).
netherless podbot is very good bot in the stage as it is now