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Stefan, a little info please
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V or 'Tex
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Default Stefan, a little info please - 25-02-2004

What, if any updates, will be included in the next release? Will the node-code for elevation change be fixed so that bots climb ladders, jump fences/walls, and are able to walk along them?

Will there be automatic height-bound detections for limiting and expanding the bots maneuvering? It'd be pretty cool if a realbot would attempt to analyze a risk from jumping based on hearing shots fired, etc... possible safety.

Are the bots going to turn around when they get shot??
  
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Re: Stefan, a little info please
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stefanhendriks
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Default Re: Stefan, a little info please - 25-02-2004

you can always follow the progress on the progress thread. A lot of things are still planned. So yes, when bots get shot they should turn around...

so if you think you have a nice 'to do' list, feel free to mail it


Author of RealBot, "Arrakis" and "Dune 2 - The Maker" | co-Founder of Bots-United | Fundynamic | Blog | E-Mail me
  
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Re: Stefan, a little info please
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ParkerLewis
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Default Re: Stefan, a little info please - 25-02-2004

Well, here's a "to do" list

First, let's begin with the obvious-and-asked-for-everytime ones :

1-Re-adding hearing code

2-I like very, very strong bots. I only play with bots on skills 2 or better (usually 1). I find them quite balanced, not being weak, and still easy enough to defeat. But the one thing that i have to admit may be annoying is their ability to one-headshot-kill you in a what-seems-to-be-one-frame time while you were completely out of their previous line of sight. Don't misunderstand me : they do a lot of headshots, and the more the better. They react quickly, and the faster the better (well maybe not like a god ). But maybe they should just have a little offset when they turn very quickly like every human does (well, at least a human using a mouse) if that's not
already the case. I think that could be the best way to solve this without weakening them. And i would finally permanently remove those skill 2 bots from my games

3-Additional "stuck check" that would inspect info from the last 7-8 seconds : sometimes a bot is stuck (for example trying to jump over a box), he tries and tries, then moves a little - you can tell he's trying to unstuck - but not enough so he's still in front of the box, and then he returns to its previous stuck place, and tries to jump again, and so on. The "additional stuck check" could force him to move 5 meters in a random direction if he stayed in the same let's say 1 meter*1 meter location for the last 7-8 seconds although he was trying to move away.

4-Grenade code

5-Taking EVERY hostage, or at least the ones who are in a less-than-10-second-of-running radius; plus not "stealing" them from another player.

Now for the less obvious ones :

6-Not only hearing, but also seeing bullet impacts appearing on the walls around him should make the bot search for an enemy.

7-Smarter buy checks : they often buy weapons they already have (m4a1, ak47, ...). Plus always make sure the weapon they're going to buy is actually better than the one they're holding (who buys an mp5 when he's got an ak/m4??). This could also ensure they have more money thus preventing them to have to fight with some stupid gun when everyone else has 3000$+ weapons... Actually, they should NEVER drop a 2000$+ weapon, unless of course they find a better one, or have at least enough money for them to be sure to be able to buy a third one next round if they happen to die in this one (~8000$+).
Another point, but that may be difficult to implement, would be to make them buy different kind of weapons depending on the map. This would be a very general approach, and maybe the experience files just already tell them what kind of weapons they should buy. But it feels strange seeing them buying shotguns on very large and open maps...

8-Almost same thing but for dropped weapons. Make sure that when a bot has some cheap primary weapon and sees a dropped better one, he takes it EVERYTIME! Even if that makes him change his path... actually he could also afford some little patch change for other dropped equipments such as a defuse kit.

9-Walking the map + snipe. NEVER walk the map with the zoom on. They do it very often. The next step, but here again that may be quite difficult, would be to make them "know" when they're going through those places where it could be wiser to switch for the small gun.

10-Find places to hide after planting bomb. They could be defined from the nearby places where a human player has gone, stopped and waited right after planting it. On the opposite, they should make a check of those places before ingenuously trying to defuse the bomb.

11-Being aware of time. When hurt, and only few seconds are left, maybe it's wise to just hide and wait. Especially in such cases when it's one against many more. In an other way, if they realize it's too late to plant the bomb, they could focus on finding and beating the enemy before timeout if terrorist, and being more careful if ct.

12-Walking instead of running is a very important thing at times... would be awesome if they could master this. A case where it would be simple to implement it would be when they suspect (by hearing, or seeing) some enemy to be next room without this enemy knowing about the bot's presence.

Well, i think that's it Maybe other ideas will pop up sooner or later, i'll edit the post if it happens. Hope to see them all done for the next official release

Last edited by ParkerLewis; 25-02-2004 at 21:46..
  
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Re: Stefan, a little info please
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dead bwoy
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Default Re: Stefan, a little info please - 25-02-2004

when the bots run out of primary ammo they just stand there pulling the trigger: click, click, click, click... etc.
Can you make them drop their primary weapon when they are out of ammo? Or better yet, make them switch to their secondary weapon, and buy more primary ammo if they survive the round...
Chat code would be nice...
Im interested to see who finishes their chat code first: Stefan or botmeister (mEAn bot manager)???
Ready........ GO!

Oh yea, and the bots plant bombs right on the X @ the bombsite. Is there some way to have the bot plant anywhere within the bomb planting area (you know when the bomb icon in the hud flashes)?
Also my CT bots have trouble finding the (planted) bomb if its not on the X. sometimes they will try to defuse @ the wrong bombsite too.

I use mEAn botmanager to restrict the weapons my bots use and when i switch to knives only, many times they will try to knife people from long distances. (they'll just stand there swinging away) I realize, however, that this may not be a REALBOT issue...

Last edited by dead bwoy; 25-02-2004 at 22:34..
  
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Re: Stefan, a little info please
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Terran
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Default Re: Stefan, a little info please - 26-02-2004

Quote:
Originally Posted by ParkerLewis
11-Being aware of time. When hurt, and only few seconds are left, maybe it's wise to just hide and wait. Especially in such cases when it's one against many more. In an other way, if they realize it's too late to plant the bomb, they could focus on finding and beating the enemy before timeout if terrorist, and being more careful if ct.
Since one of the last CS1.6 updates this would be unwise:
- Players don't get money if they loose the round but survive.
- Planting the bomb and loosing the round anyway gives additional 800.
- The round timers stops if the bomb has been planted (but not the map time).
- maybe something else I've forgotten

Therefore it's always a good idea trying to plant the bomb...
  
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Re: Stefan, a little info please
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ParkerLewis
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Default Re: Stefan, a little info please - 26-02-2004

oh, sorry, didnt know that (im still on 1.5...). Thx for the info. Still...

Quote:
Originally Posted by Terran
Since one of the last CS1.6 updates this would be unwise:
- Players don't get money if they loose the round but survive.
anyway, i still think that when badly hurt, with just a few seconds left, against too much opponents, its better hiding and surviving with all your equipment (armor, weapons, etc) instead of just pointlessly dying. Moreover, that's as much quick money less for the enemy
  
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