Quote:
Originally Posted by the bindlestiff
It seems to me that the bot should emulate the actions of a human as closely as possible. For the most part they seem to that remarkedly well. But I am bothered by the height of their jumps, which go as high as their body height, if not more.
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The physics in Q3/Wolf are weird - at certain frame rates, you can do jumps you normally can't do (frames like 49, 125, etc). I found that ppl who were pro players were abusing this advantage against the bots, so I gave them (the bots) the jump physics of someone playing on a computer getting a steady 125 FPS, hence the high jumps. They shouldn't be able to jump anywhere you can't at the same FPS - and if they do, its a bug.
Quote:
Originally Posted by the bindlestiff
Sometimes there will be several bots jumping up and down as if they are on trampolines, making enormous jumps out of multi-story buildings without apparent injury.
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They are subject to the same rules of gravity as players - if they fall from a high place, they take damage. They ARE clients to the game.
Quote:
Originally Posted by the bindlestiff
The Lumber Factory map layout is a small, enclosed courtyard surrounded by 2-story buildings with only three checkpoints. This is an ideal scenario for small stealthy teams of two bots or players on each side. But the map as currently set up is loaded with bots, all running around at full speed making loud trampling noises as they do it. Do bots ever walk or try to be sneaky?
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Currently no - they follow the pub server model, not the clan server model, so you see more the tactics you'd see on your average pub server, which is more chaotic.
Quote:
Originally Posted by the bindlestiff
In Destruction, control of the central courtyard is essential to winning the game. The machine gun nests make it possible to attain this control. I've never seen a bot use a heavy machine gun nest. So we human players can take advantage of that and usually win the game. If the enemy bots used the machine gun nests, it would make for a more realistic scenario.
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This is a pathing issue rather than a bot issue. IIRC, we all prefered the map to be flowing fast, so while the mg42s were marked as usable to the bots, the bots wouldn't camp them, but instead were on the move to cap flags. So, unless the bot was close to the gun when he got in combat, chances are he wouldn't use it. We could easily make it where they would camp those guns, but that would be up to Denny (the author of that particular path file). OR, you could tweak the path file yourself (for your own use).
Quote:
Originally Posted by the bindlestiff
It seems to my unpractised eye that the bots, even at the EASY skill and aiming level, are much better than I am. I ofter encounter an enemy bot so far away that my aiming dot almost completely covers him, while at the same time he is accurately making hits on me. And I can hardly see him well enough to tell where my shots are going. Am I being paranoid aobut this?
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This is a issue thats I've been working on for a while: trying to find the right balance for ALL skill levels. For every complaint that the bots are too hard, I get one that says they're too easy. Its something I've been tweaking in the latest patch, which should be released within a week.
Thanks for the comments and the support!
Cheers!