I haven't had time to play much during the last months... in fact, I only fired up a game occasionally to test some waypoints I made when I had at least that much time left.
However, I have noticed some of the things you mentioned (like bots camping anywhere they see fit), whereas I'm not so sure about others.
Bots camping anywhere they want
Some things like the camp problem are just a matter of personal preference, I guess. It can also be regarded as a feature: Even if the waypointer was lazy with camp WPs (can't have been me, then
), bots will choose good spots to camp. And they generally choose quite well, because I have often seen bots get kills that way when I spectated them.
How about an option to turn this feature on or off, according to each user's taste? For example, a simple "autocamp on/off" in podbot.cfg and a corresponding console command "pb autocamp on/off" ?
Bots not pursuing and killing each other
<sarcasm>In ancient times, when CS was programmed as a tactical mod (sort of, at least), i.e. before millions of 12-year-old, rushing, deathmatch-oriented fy_iceworld fanboys converted into a brainless deathmatch mod, people used to think that fulfilling the mission objective (rescue the hostages / bomb those crates) was more important than
Quote:
Originally Posted by shaw
KILLKILLKILLKILL PLS KILLKILLKILL
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</sarcasm>
Seriously, sometimes they really tend to run away from each other or make a fuss about finally going around that corner and fighting the last enemy alive. But all in all, I think that build 43/44 is already much better in that respect than the last official release.
By the way, did you try adding only bots with aggressive personality? If even those are too shy to face an enemy, I kind of agree with you. Otherwise, I'd say use those possibilities...
Bots running back to spawn
Well, if their spawn point happens to be = hostage location (T) or bomb site (CT), it's certainly not pointless (again, see my sarcastic remark above). If it's not, did you check for important waypoints at spawn? Once in a while, they
do patrol them after all.
some waypoints dont connect over bridges? (autowaypoint)
autowaypoint, *yuck*
But still: This depends on what the mapper did. A bridge can be composed of various elements, and depending on which element it is, the WP editor can detect it or not. I don't know much about mapping, so I don't know if it's possible to improve the WP editor in that respect without facing more problems concerning other map elements. But now, when connecting is sooo easy, it shouldn't be a big issue anyway. Which brings us to...
addpath? (does this work,if so how?)
Didn't you read the docs? Point your crosshair to the WP you want to add a path to (or from, or both), until it becomes fat and you can see a blue marking on top of it. Then just hit your respective keys (whatever key you bound to those functions) for "add outgoing connection", "add incoming connection" and "add bidirectional connection".
May I ask which build of the dll you are using?