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question about bot behavior
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person135
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Default question about bot behavior - 09-10-2006

KWo, I've noticed that when humans play, when they approach a double door on de_dust2 or a place where usually Terrrorists and CTs have to fight over, humans usually guard/camp that place for a while and once that area is cleared up and when the human gets to that area the second time in that round, the humans don't guard/camp at that spot and generally just runs through that spot. So I was wondering, how do you make a bot do this?

example: CTs approach double doors leading to bomb A on dust2, they guard it while terrorist on the other side are trying to break through. after 20 seconds of waiting/camping/defending/fighting, the CTs kill all the terrorists at the double doors and run through the double doors and circle back to the double doors. This time, instead of guarding or waiting there, they just run through the double doors without wait.
  
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Re: question about bot behavior
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KWo
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Default Re: question about bot behavior - 09-10-2006

Try to understand - the stupid bot cannot see everything around as You can see. Your behavior is the map's geometry depanding. The bot dll is created to work better/worse on every map, not concerning to some specyfic geometry/obstacles on some particular map. They will never be so smart as You...
Example - I did a check if they can see some corridor - then they should throw some flashbang into it. What was the result? They were throwing also flashbangs on cs_militia when they (CTs) were going into the corridor near spawn points (btw fixed +/- in the latest beta). I'm not able to predict all possible behaviors/situations they may happen on maps and write the good code without side-effects on other maps.
  
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Re: question about bot behavior
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Ancient
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Default Re: question about bot behavior - 09-10-2006

Well just add more camp points around the door, but don't put them in the way of bots going in and out of the door.


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Re: question about bot behavior
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person135
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Default Re: question about bot behavior - 10-10-2006

Oh I get it. I'm not talking about specific maps. de_dust2 is just an example. i'm saying, to make them not camp and stuff the second time around they get to a corridor or something.
  
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Re: question about bot behavior
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person135
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Default Re: question about bot behavior - 17-10-2006

I have an idea, maybe you could support stuff like individual maps. You could do a couple for the most played maps like de_dust2 or aztec or train or inferno. Also, you can post a tutorial telling others how to do it. I think this could work as a future update. It'll really make podbot better.
  
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Re: question about bot behavior
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Ancient
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Default Re: question about bot behavior - 17-10-2006

Well, you mean like make stuff in the config to have bots favor or choose more camp points in certain maps rather than all the time?

For example:
pb_favor_camp "de_dust2" "de_dust"
pb_favor_ladder "aim_doors"

Stuff like that?

"Favor means: to choose more of one thing over something else"


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Re: question about bot behavior
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person135
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Default Re: question about bot behavior - 18-10-2006

yes. But instead of doing cvars like pb_favor_camp "de_dust2", how about make them pick the file according to the map:

AMXX has this thing where there are custom map configs, so if the map is de_dust2, then it searches for the de_dust2.cfg in the maps folder in the AMXX folder and reads from that file. I guess the bots can do the same. If the map is de_train, then in a specified folder, it will look for de_train and it will tell them more specific stuff about makes to make them play more real.
  
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