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Re: Latest Beta is Screwed Combat\Aim
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KWo
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Default Re: Latest Beta is Screwed Combat\Aim - 22-07-2004

OK - try once again with bots (100) and turn on the parameter in podbot.cfg - inhumanturns.

inhumanturns on

If even in this case You will be still at the top of the list with so good result - You have to start in some championship.
  
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Re: Latest Beta is Screwed Combat\Aim
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  (#32)
Burnt Powder
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Default Re: Latest Beta is Screwed Combat\Aim - 22-07-2004

Quote:
Originally Posted by Burnt Powder
I will test this later tonight with Booster (default settings....... http://forums.unitedadmins.com/index...howtopic=38008 ) and post back tomorrow sometime.

-bp
The latest .dll appears to be working fine with Booster.

Thank!

-bp


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Last edited by Burnt Powder; 23-07-2004 at 03:19..
  
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Re: Latest Beta is Screwed Combat\Aim
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  (#33)
sPlOrYgOn
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Default Re: Latest Beta is Screwed Combat\Aim - 23-07-2004

locking on to last seen enemy position...
looks like I'll have to look at the function that makes the bot see and hear
  
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Re: Latest Beta is Screwed Combat\Aim
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  (#34)
>BKA< T Wrecks
Moderator [PBmm/Waypointing]& PODBot mm waypointer
 
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Default Re: Latest Beta is Screwed Combat\Aim - 23-07-2004

Quote:
Originally Posted by KWo
OK - try once again with bots (100) and turn on the parameter in podbot.cfg - inhumanturns.
If even in this case You will be still at the top of the list with so good result - You have to start in some championship.
I don't doubt that I will suck big time when inhuman turns are activated. But IMHO, that's not really the point. I would consider such a solution to be the ideal one where bots still behave more or less human-like (i.e. no stuff like inhuman turns), but nonetheless knock you out of your socks. I might test this setting just for the shits & giggles, though... but not today. The next hours will be dominated by Heavy Metal and beer...

EDIT
Today I did test it - muhahaha! After the usual 12 rounds, I was in second place of my team with 12:8 frags. The best bot had 16:8, the bot below me 11:11, so it was kind of a clear thing in both directions.
After that test, I really think that the core of the problem is not so much the turnspeeds and aim offsets (which can be adjusted anyway, or at least should be), but the problem that they remain "locked" on their last enemy for too long. They totally disregard the level architecture, aiming at an invisible enemy through solid walls and at the same time neglecting that dangerous tunnel exit they are about to reach. Fixing this problem may lead to considerably improved aiming behaviour.



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Last edited by >BKA< T Wrecks; 25-07-2004 at 16:57..
  
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