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EDIT: I think i know why bots sometimes get stuck at spawn.. i saw a variable does not get initialized on round-start properly. So, this means the timer is set IN freezetime, then when freezetime is over the bot will mark 'connection as troubled' because it could not reach it within 2 secs (logically, it was 'stuck' due freezetime)..
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That 'connection troubled' might be a problem for me in another area if setting a bot's maximum velocity to zero for a few seconds wrecks the connections.
I've been running a Warcraft3 mod with RealBot for some time. For those unfamiliar, WC3 is a blast. It adds many more possibilities, strategies and skills to develop. You choose from 5 races. Each race becomes very powerful in a different ways over the weeks as you play. The races are:
- undead: rusher -- fast, quiet, highjumping suicide bomber
- human: sniper -- almost invisible, hits freeze for 2 secs, teleports
- orc: grenadier -- BIG 'nades, keeps guns after death,chain-lightning
- night elf: finesse -- evades, good shot, freezes enemy for 20 secs
- blood elf: agressive -- hits hard, double health, can damage by looking
In addition, you can buy (one) additional skill -- any race can become fast, almost invisible, have additional health, etc. That skill goes away when you die though, and they cost money.
RealBot and WC3 play pretty nicely together. WC3 is 'bot aware'. It selects races and skills for them automatically, etc. Somehow, bots are even able to use the 'ultimate' skill. I haven't tried to figure out why, but I was certainly pleasantly supprised!
The 'ultimate skill' for the 'Night Elf' race is 'tangle-roots'. Once you have enough experience points you can freeze an enemy in place for 20 seconds. WC3 does this by setting your maximum velocity to 0 during that time (same for the human hit freeze thing).
It would be really nice for the connection to not be affected if the bot's max velocity is set to zero...
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Berked