Heyyo,
If you want bot statistics... just get statsme v2.7.1 for CS 1.5, or the latest one (I think it's still v2.8.3) for CS 1.6.... and then just enable bot ranking.
PODbot v2.6mm R2.40 (I should really get your latest beta... lol...) tends to get around anywhere from %20-%40 accuracty at a skill of 80... so that's about equal with me... But I waste much more bullets.
And yeah, I do like the idea of manually adding jump pathwaypoints, cause sometimes I'm like, really bad at jumping to places, but I know it's possible.. Like for de_dust, you know that high crate at the bombsite beside the CT spawnpoint? well, I know it's possible, but I'd be easier for me to just place a waypoint on the edge of the crates n' just manually add a jump pathwaypoint. I know, I know, I'm bad a jumping, so frag me as I try to leap away already.
I found that if bots fail jumps cause it leaps prematurely (I don' think this is the prob with your de_seige waypoints SF...), start a jumppathwaypoint near that premature waypoint n' then just jump in the spot you want the waypoint, most of the time it moves the waypoint there... problem solved. You don't need to make a new cmd to move waypoints, cause I'm good with just moving em' like this n' just resizing the radius manually.
What I was thinking concerning possible death from jumps is bots should save the most health they lost attempting a jump in the experience file so bots with less than the amount of possible loss of health could just find a new path... I bet tha'd be a lot of code, and more cpu intensive cause I'd have to do more checks n' find new paths n' such... so if it doesn't get made I understand, I'll just learn to leap around better for the bots-sake.
Quote:
Originally Posted by CyKo74
2) Upon creation of new wp:
Idea is to add another small check:
If there is a set of wp's which all lay in say 30 degrees
sector - make connection only to closest one of them.
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I also think this is a great idea, cause it's annoying how sometimes you run out of pathwaypoints for waypoints cause of autopathwaypointing taking up unesscessary pathwaypoints...
The new pathwaypoint deletion method does make it easier to remove bad pathwaypoints (GJ on that Austin n' SF
)... but sometimes it's hard to get that little blue hat to come ontop of waypoints cause it's hard to tell where to aim... if you guys could make like, a little colored line that's like an "aim here for the blue hat ontop of the waypoint" I'd make pathwaypoint deletion more time efficient instead of me spending like, 2 mins waving my mouse like a madman trying to get that blue hat to appear.. especially ladder waypoints... oh the horror... the horror.