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POD Bot mm V3 the latest released build
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KWo
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Default POD Bot mm V3 the latest released build - 19-09-2006

V3 Build 15c

OK - since R2B46d we didn't release officially any version, but they were some betas so it's time to release V3 as official (as R2B46d is no longer supported).

Here is the list of changes between R2B46d and V3B15c (some of changes are done by splorygon, some - by me):

+ Changed: all settings in podbot.cfg are cvars since now.
+ Changed: addbot is replace by add command (the syntax is the same)
+ Added: access to podbot menu when the game is created on dedicated server.
+ Changed: Bots detect friend/enemy according to the TeamInfo messages instead checking the model (it should work correctly with such mods as SuperHero, ChickenMod etc). Thanks to T(+)rget (AMX), Bailopan (AMX MOD X) and THE_STORM.
+ Added: support for compatibility with weapon restriction management done by fan mods (as AMX, AMX X, AdminMod, ClanMod) - if weapon is restricted for human-players - bots will not buy that item , too
+ FIXED: bug in auto add / kick bot function (when there were some players on the server before adding bots - first bot got kicked instantly after adding it).
+ Added - 2 new cvars requested by Austin - pb_bot_quota_match (matches humans on the server - number_of_bots = number_of_humans * pb_bot_quota_match) and pb_bot_join_team - forces bots to join a specyfic team regardless of the parameter in pb add or pb fillserver commands (arguments "T" or ", "CT" defualt "ANY" - doesn't force bots joining any specyfic team).
+ FIXED: Bots are spawned with cleared correctly every data (before they were cleared only at round start, but to support CSDM they have to be cleared at every respawn).
+ FIXED: Now bots don't throw nades in jason mode.
+ Changed: the task system - the tasks aren't still placed on the task's stack over and over again - instead this only one task of each kind may be placed on the tasks' stack (and priorities are tested by a separate function).
+ FIXED: Bots don't look at the wall all the time (if last enemy is far away - they forget it much more now - so they don't look at the wall in the last enemy direction.
+ Changed: Bots look around more often now.
+ FIXED: Bots don't spray anymore since spraying is disabled.
+ FIXED: Bots unzoom (while using weapon with zoom) if they don't look far away or they look at the wall near of them.
+ Changed: Bots should jump a bit less if they "think" they stuck.
+ FIXED: Bots should hear everything around good again.
+ FIXED: Crash with server commands (thanks to KRoT@L - AMX).
+ Changed: the work of add bot and kick bot menu (after adding one or kicking one You can still continue adding / kicking bots without necessity to re-open the main podbot menu).
+ Changed: After blinding bots don't shoot everytime at last enemy position (it's randomized now).
+ Changed: the usage of nades by bots - bots are trying to throw flashbangs into corridors; whole nades should be thrown more precise now.
+ Changed: Better team playing (they use "follow me" function and they follow all condition included in path they walk (according to flags in waypoints they pass - for example jumps).
+ Changed: Bots don't buy primary weapons on aim_xxx, awp_xxx maps.
+ Changed: the skills of bots are now much different - there is realy apparent difference between bot with skill (100) and bot (80).
+ Changed a bit the usage of statistic/experience (to better usage by A* function).
+ FIXED: bots don't reply on chats.
+ FIXED crash on de_chateau (related to breakables)
+ NEW pb command "pb_version" will return the current version - can be used on servers with HTML - to see how many servers is playing podbot mm.
+ Bots are a bit harder...
+ FIXED jason mode
+ Lift code rewritten - watch 2 new demos in filebase.
+ Added autokill function (cvars pb_autokill 1|0 and pb_autokilldelay time_sec) - it will kill bots (if pb_autokill is set to 1) automatically if there are some human players on the server, but all of them got already killed. But if the bomb is planted and there is no more alive human-players - the auto kill doesn't kill bots in this situation.
+ Optimized code to have lower CPU usage.
+ FIXED - bots shouldn't steal anymore Your hostages You are trying to rescue (after pressing "use" button).
+ Bots don't try to go to the rescue point if they don't have already a hostage (hostage got killed or some human-player stoled it).
+ Added - bots wait until the hostages they follow it are rescued (they reach the rescue point) - it means if You place in a wrong place a WP with Rescue flag (not in the Rescue Zone) - the bot will wait there forever - because they will be never rescued (thanks to Ancient showing the bug).
+ FIXED burst mode in low distances to enemies.
+ FIXED the problem with weapon_strip (thanks to strelomet).
+ Changed and improved nades throwing - bots should aim better the position they want to throw the nade (the old calculation of the place the bot should look at during nade throwing was a bit strange).
+ Added - to unstuck code "go back" function has been added (to existing jump, strafe, duck).
+ Changed unstuck behavior - improved strafe and go back method in unstuck code. They should try to omit/obey the obstacle (or a bit go back and try again) instead jumping only.
+ Changed the code for players colision detection (they should less jump now and more often use strafe and go back).
+ FIXED - bots don't throw nades now in "ignore enemies" mode.
+ Added 2 new commands (exactly old command with new arguments) for waypointers:
pb wp teleport use - teleports the waypointer to the next waypoint with the flag USE_BUTTON
pb wp teleport camp - teleports the waypointer to the next waypoint with the flag CAMP
These commands are usefull if You are trying to fix old PB2.5 waypoint with old method of camp usage (with pb mm the old camp waypoint is causing to look the bot in some strange direction) and also with USE_BUTTON (old PB2.5 was placing that flag on every WP existing near some func_button - it may cause sometimes stupid behavior of pb mm bots if they have nothing to "use", but there is placed that flag).
The old "pb wp teleport wp_nr" is still working like before.
+ FIXED pb_debuggoal - it should work now everytime (before I noticed few situations they didn't want to go to the WP I was requesting them to go).
+ Changed the execution of the task FOLLOW_USER - bots should follow the user this way - they should take some random WP near their user (but connected to the closest one to the user). If they are somewhere near their user, they should look at him (except if there is some enemy nearby) and they should better unstuck if they are close to them-selves (to make a room to go).
+ Changed - if the bot cannot reach its waypoint in some certain time it should've reach it (or bot was doing some unwaypointed movement), during finding the WP near by it checks also the previous WPs and the current WP (for some reason before it wasn't so) and it checks if the new WP isn't in some danger (to fall down) area.
+ Smarter Button flag/Door Button code.
+ Changed Button code - if there is a USE_BUTTON flag - they randomly decide to push or not the button (after first time noticing the WP with that flag; next vistit this WP -> new decision about pushing).
+ FIXED button code - bots shouldn't stay anymore near some button and look infinitely at it.
+ Changed - bots will hunt enemies more often now - normal and agressive ones - if there is the number of alive players in one team more or equal than (2 * alive players) of the other team - they will try to hunt them (for example 2CT alive and 4T alive (or more) - these normal and agressive T bots will start to hunt CTs ) - of course it depands of the current level of bots fear/agression.
+ All config commands are possible to change during the game from console
by typing "pb command_name [arguments]"
+ All config commands need everywhere the prefix "pb" (on listenserver, on DS and in podbot cfg).
+ Made the bot's turning more realistic (thanks to Pierre-Marie Baty and Aspirin for botaim and botaim2 plugins).
+ Made them buy grenades more (thanks to bluebyte)
+ Bots will now shoot through teammates if mp_friendlyfire is off.
+ Improved bots shooting breakables.
+ FIXED bots not taking out the bomb and trying to plant.

Last edited by KWo; 30-10-2006 at 21:17..
  
Re: POD Bot mm V3 the latest released build
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Default Re: POD Bot mm V3 the latest released build - 30-10-2006

V3 Build 16b

Here is the list of changes between V3B15c and V3B16b:

+ Changed - Bots shouldn't make bots-towers on ladders anymore (they test all the ladder right now - not only
if the current WP is used by another bot - like it was before).
+ Changed - the creation of the visibility table doesn't lag the server anymore.
+ Fixed - the WP editor - now You should more easy and more precisly point the WP You want to manually make
the path connection.
+ Fixed problem with hostages (bots ignored them a lot instead pickuping them).
+ Changed the behavior of finding goals (it was too much randomized - almost not related to the current
bot "feeling" - now the weight between random and "feel" choice of the goal is changed more to
the "feel" - twice more than random). So now they should focus more on the "mission".
+ Fixed another problem with hostages (few times pickuped by a bot the same hostage).
+ Fixed (my) mistake in the waypoint editor - now when You point some waypoint - the manual path connection
will be done with that pointing WP. If You have sme trouble with pointing a WP - just try to point
the middle of its height.
+ Added 2 new cvars requested by Austin: pb_bot_quota_match and pb_bot_join_team.
+ Added - You can set the debuggoal index from the WP menu from "Options". On the same page You can switch it off.
+ Added the new cvar pb_ffa which swiches to on the Free For All mode (bots will kill also their teamnates).
+ FIXED problem with throw flashbang at round start at cs_militia.
+ Approved a bit unstuck code at round start (still not perfect yet.
+ FIXED - they should look at the wall less (again).
+ Changed - bots should be harder now (requested by a lot of people).
+ FIXED usage of time frame interval value in the code (to predict the position of the enemy in the next frame or so).
+ FIXED and re-written bots hearing stuff (bot are affected by their own-sounds, are affected also by sound of teamnates and also the distance froom the source of issued sound to the bot has the influence for this what the bot can hear.
+ BOTS will shoot more often through the wall (because of the fix above)
+ Fixed - for pb_bot_quota_match parameter the spectators or team unnasigned human-players aren't counted.
+ Fixed problem with breakables the bot is trying to pass because the waypointer made the connection through it.
+ Changed - The values of cvars are taken as pointer members now (the addresses-pointers are cached at
the initialisation of the vars, then - instead using CVAR_GET_FLOAT (which is taking too much time)
there are used the values addressed by these pointers to the cvars (main idea taken from AMX MOD X - thanks BAILOPAN)
+ Changed - Bot should look at the head of the pickuping hostage instead of his stomach...
+ Changed aiming system to make bots harder again
+ FIXED bug with shoving/pushing hostages intead pickup/use them by bots
+ Changed the system of finding bombs by CTs (before they were trying to go the closests goal WP, then they were
choosing randomly another one; currently if they chose some goal WP and they are near it and they cannot hear the bomb,
they check some farer away goal WPs - to prevent visit for example 5 goal WPs at the same bomb site if they cannot hear
the bomb at that bomb site).
+ Changed - Bots should camp a bit more often instead rush all the time (again).
+ FIXED - Bots aim better the moving target.


Some hints about aiming has been taken from yapb, but yapb still is harder especially because of unrealistic super hearing system (they own even CZERO bots, so if they beat podbot mm - that's normal )

Last edited by KWo; 22-11-2006 at 20:32..
  
Re: POD Bot mm V3 the latest released build
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Default Re: POD Bot mm V3 the latest released build - 22-11-2006

V3 Build 16c

Since no one complained about new bugs in beta V3 B16c - this version has got now the status "official release". Changelog:

+Bots should aim better farer away targets.
+Bots should better recognize if they can or they cannot hurt their friends while shooting
+Bots should use the knife more often in shorter distances.
+Bots should better try to find the bomb to defuse it (CTs).
+Fixed problem with the lift on as_highrise (the lift with the door) - such lift needs also the special waypointing - the example You can see in the filebase.
+Added the new cvar pb_skin which forces the usage by bots the specyfied skin (1..4 - forced skin; 0,5 - no forcing) regardless of "pbb add" or "pb fillserver" parameters
+Added support for pickuping weapons created by CSDM 2.x (by BAILOPAN) in item mode.


Note:
Some people were complaining if the bots shoot through the walls too much often and too much precisly. You can go to the botskill.cfg file to edit parameters:
HEAR_SHOOTTHRU 100 (lower down this on corresponding skill level)
SEEN_SHOOTTHRU 100 (lower down this on corresponding skill level)
and
AIM_OFFS_X,Y,Z - they are responsible for accuracy.
or You can disable the shoot through walls at all by the parameter in podbot.cfg:
pb_shootthruwalls 0 (default is 1)

Last edited by KWo; 23-04-2007 at 11:27..
  
Re: POD Bot mm V3 the latest released build
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Default Re: POD Bot mm V3 the latest released build - 01-01-2007

V3 Build 16f

Happy New Year to all.
Since few days there was available a beta V3 B16f. Because noone reported any serious bug in it - this version has got now the status "official release". Changelog:

+Bots should pickup also "worse" weapons (better/worse - according to the weapon's priorities in botweapons.cfg) if the current "better" weapon is out of bullets.
+Added support for pickuping ammo, nades, armor, medkit in item mode of CSDM (or on maps fy_xxx)
+Fixed bug with bots not being able to pickup even "better" secondary weapon.
+Changed - the entity player_weaponstrip will get as v.target and as v.targetname the value "fake" only if v.target is empty string.
+They should think a bit less before shooting (which should make them a bit harder again, I hope).
+Added the possibility to unlimit pickuping weapons by bots - pb_maxweaponpickup = -1
+Added the code if the bot cannot pickup something (for some reason) during 4 seconds - he will mark that entity as ignored (to stop task pickup item).

Last edited by KWo; 23-04-2007 at 11:27..
  
Re: POD Bot mm V3 the latest released build
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Default Re: POD Bot mm V3 the latest released build - 16-01-2007

V3 Build 17

The version V3B17 just fixes bugs they were included since V3B16d.

+The bots shouldn't think now too much before shooting. I've spent a lot of hours to fix that.
+The algorithm to check if the bot can hurt a friend while shooting should work a bit better.


Please use it instead V3B16d...h. It works much better. I may attest.

Last edited by KWo; 23-04-2007 at 11:27..
  
Re: POD Bot mm V3 the latest released build
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Default Re: POD Bot mm V3 the latest released build - 03-03-2007

V3 Build 18

Because no-one complained about the beta - V3B18 since now is the official version. Changes since V3B17:

+ Changed - in fireing weapons - they should have really little pauses between shooting. It makes them harder again.
+ Added the possibility to switch on/off radio command usage and reaction on them (as a side-effect). You can change this setting by pb_radio 0/1.
+ Changed - bots should camp more often if they have some sniper weapon, they shouldn't if they don't have any rifle or any sniper weapon (except they defend for example the planted or dropped bomb or so).
+ FIXED bug with bots not changing the camping direction every few seconds.
+ FIXED bug with bots unable to unstuck for long period time (unstuck code works much better again).
+ Changed - bots should find better the planted bomb according to this what they actually can hear (if in some area the bot cannot hear the bomb - he marks all goal waypoints in that area as "visited" without necessity checking them separately- it wasn't working correctly since including it in some of previous version of pb mm).
+ Changed - the bots are more forced to rescue hostages after pickuping them (it happened a lot of times the bot got a hostages, then he was walking around the map instead to go to the rescue point).


Additional thing - manual has been re-written/reformated again. You can get the new version of it also in this fullpack, You can get it separately from the filebase or You can browse it at our web page.

Last edited by KWo; 23-04-2007 at 11:27..
  
Re: POD Bot mm V3 the latest released build
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Default Re: POD Bot mm V3 the latest released build - 22-03-2007

V3 Build 18b

Since now the beta V3B18b became the official version. As You could see in beta updates topic the changes ( since V3B18 ) are:
+ FIXED bug with bots not planting the bomb (while debugging I saw the bot "thinks" it has mp5navy instead C4 instead in its hands, but it even haven't had mp5navy at all).
+ FIXED bug with pb_minbots not working correctly since pb_botquotamatch has been implemented.
+ Added - the bots hould run better on higher fps PC (some addition to msec code calculation).
+ FIXED - the bots should react on a sound better again (I've noticed a lot of times I was fireing at them and they weren't reacting at all like without hearing me).
+ Added/fixed - the bots should switch to better weapon after hearing the enemy nearby (except they are planting/defusing the bomb). Because of that they may use nades less often.
+ FIXED - when the bot shoot at the enemy behind the wall, he shouldn't hit him the same way as he could hit him while seeing him (for example by one shot into the head). It should be more randomly now.

Last edited by KWo; 23-04-2007 at 11:29..
  
Re: POD Bot mm V3 the latest released build
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Default Re: POD Bot mm V3 the latest released build - 23-04-2007

The latest release - V3 Build 18c

Since now the beta V3B18c became the official version. As You could see in beta updates topic the changes ( since V3B18b ) are:
+Optimized a bit the code to reduce CPU usage
+Changed - visibility table is now saved at round end (the first round end after is calculated - instead at map change).
  
Re: POD Bot mm V3 the latest released build
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Default Re: POD Bot mm V3 the latest released build - 09-03-2008

The latest release - V3 Build 19d

Since now the beta V3B19d became the official version. As You could see in beta updates topic the changes ( since V3B18c ) are:


+ FIXED - the bots shouldn't shoot at the exact position of the enemy behind the wall anymore.
+ Changed minimum delays of some weapons (to get them more accurate for longer distances).
+ Changed - blinding bots by AMX/AMX X ATAC plugins should affect them better.
+ Changed - the bots should better escape from bombzone (CTs - if they don't have any chance to defuse - too small amount of time;
T - about 20sec to explosion; psycho T's don't care)
+ Added - the bots should use the shield much better than before (attackers don't try to loose the whole ammo, defenders - they are
trying to cover by it better and shoot with a pistol so often as possible).
+ Optimized the usage of CS messages by using static instead dynamic variables (should reduce again the CPU usage).
+ Changed - the bots should use the shield much better than before.
+ FIXED targeting VIP's first by Ts on as_xx maps.
+ Changed - for linux i386 (32 bit) compiled with gcc4.1 (the new crosstool - big thanks to ghost_of_evilspy) - the old library
libstdc++5 will not be necessary anymore to load the binary file (podbot_mm_i386.so).
+ Changed - if bots get stuck on ladders with teamnates they should try to go to some previous waypoint (near the ladder).
+ FIXED some litte problem with breakables (the bots failed to break a breakable if the path between 2 waypoint across a breakable
was longer than 128 units - very rearely bug).
+ Added the new function to the Waypoint Editor - pb wp clean (as the console command only).
This function cleans up some stupid and unnecessary connections. If there is no argument, it takes as the argument the nearest
waypoint and it checks its paths (for example if there are 3 connections - 1 to a farer away WP between 2 placed nearby or so).
You can also put as an argument the WP index number You want to clean. You can also put the string "all" (without qutes as
an argument - pb wp clean all) - it will cleanup all unnecessary connections from the map. I'm using this function to remove bad
connections created by some beginner Waypointers (also created by me few years ago).
Note - sometimes after using this function with argument "all" You can also loose about 1-2% of the connections they were expected
(as done correctly), but because of the big advantage in cleaning up the map from bad connections it's really recomended if You want
to re-waypoint some map waypointed some time ago by some poor waypointer. It reduces the time to make waypoints from scratch.
If You have the map covered correctly by waypoints You need only add few waypoints like jumps, camps, Team specific, goals, rescue
etc and more than likely You can finish waypointing the map in an hour. If this function will delete some paths they were expected
- the WP editor will tell You if there is any broken connection while saving pwf - so You don't need to be afraid of using this
new function.
+ Added facing filtering and fixing shaking the bot all the time.
+ FIXED problem with bot towers on ladders (the bot goes away from the ladder and it waits
a bit if a teamnate is already using the ladder).
+ Changed WaypointNodeReachable function for adding waypoints and selecting a better alternatives if the waypoint is in use by someone else.
+ Improved omitting the obstacles with strafing (unstuck code).
+ Improved detection if the bot can move forward/back (unstuck).
+ FIXED small problems with collecting experience data.
+ FIXED problem with looking at the strange direction while camping.
+ FIXED small problem with reloading the weapon.
+ Changed - the function WaypointAdd is rewritten a bit to prevent making stupid connections, too, so You can now use more effectively
the function AutoWaypointing. All advanced waypointers normally haven't been using it - because of a lot of stupid connection the
function WaypointAdd was creating (it needed manually clean up all those stupid connections - it was taking too much time), but since now You can use it (AutoWaypointing) much frequently to make waypoints for Your favourite maps more effectivelly.
+ Improved aiming at waypoints more accurate now (Waypoint Editor).
+ Changed the info shown for waypoint editor (it shows more info now).
+ Changed the refresh of drawing waypoints (every 0.1 sec separatelly for each waypoint).
+ Changed a bit aiming the target by bots (taken some idea from YapB).
+ Added some commands concerning to experience data:
pb experience show - shows the data stored in the pxp file
pb experience test_a_T ind1 ind2 byPathType - shows the path the Terrorist bot would like to choose from WP ind1 to WP ind2 according
to kind of algorithm :
byPathType = 0 - the shortest way according to distances between waypoints (used by aggressive bots),
byPathType = 1 - the shortest way according to distances between waypoints and to the collected experience (damages collected -
used by normal bots),
byPathType = 2 - the shortest way according to collected experience (no matter what is the distance between waypoints - used by
the most scaried bots).
pb experience test_a_CT ind1 ind2 byPathType - shows the path the Counter-Terrorist bot would like to choose from WP ind1 to WP ind2
according to explained above byPathType parameter.
pb experience test_a_CTH ind1 ind2 byPathType - shows the path the Counter-Terrorist bot (with following him a hostage/hostages)
would like to choose from WP ind1 to WP ind2 according to explained above byPathType parameter.
+ FIXED some minor bugs with ducking bots.
+ Changed - if the bot is forced to camping at non-camp Waypoint - it is trying now to use now the danger direction for that Waypoint
instead just pickuping the random visible WP to camp in that direction.
+ Changed - the bots are sometimes also ducking while shooting from other than awp weapon (similar to YapB)
+ Optimized again engine messages usage (thanks ghost_of_evilspy and his jk_botti)
+ Changed the way of checking if custom body parts (arms, legs, feet) are visible for the bot (to stop random part checks - another
cause of shaking bots).
+ FIXED bug with jumping bots after camping and after reaching the destination waypoint during the normal navigation movement.
+ Changed the way of calculating the vertical position of landing of the grenade (if the enemy is above or under the bot).
  
Re: POD Bot mm V3 the latest released build
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KWo
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Default Re: POD Bot mm V3 the latest released build - 04-10-2008

The latest release - V3 Build 20a

+ Added the invisibility check, so if the player is invisible, the bot cannot see him (at least until invisible player is starting to shoot at him - then - he can see the fire from his gun, so he is trying to answer with fireing at that direction).
+ Added affecting bots by darkness (thanks to PMB and his RACC code) - same like above - if in the dark room the enemy is starting to fire at the bot, so he can see the fire from the enemy's gun - then the bot is fireing at that direction, too.
+ Expressed the meaning of pb_detailnames cvar (0 - no skill and no [POD] prefix, 1 - skill as sufix and [POD], [P*D] and [P0D] prefixes added to the name; 2 - only the prefix is added to the name (no skill as the sufix added); 3 - only the skill sufix is added (no [POD] tags added).
+ Added pb_maxcamptime cvar (default 30) - the maximum time You allow the bot camping in one place - after that time it has to go to another place.
+ FIXED problem with reloading the weapon at the round start.
+ Added - if the bot has less money than 900, sometimes they will try to save the money by not buying any new weapon.
+ Changed - reverted back - the bot is taking care about the closest sound instead of the most loud one. The sound is also affecting the bot at least 1 second again (to prevent changing aim direction too often when hearing something).
+ FIXED - if there is no enemy nearby and the bot is going to pass the door, the bot is facing the door to open them in the right direction.
+ FIXED - when the bot is turned into the chicken (ChickenMod), it is now able to pickup hostages and defuse the bomb.
+ Added more code for Ts to better choose the bombzone (if too many enemies near the closests bomb-spot, the bot is trying to go to another one).
+ Changed - if the bot has more money and already has a primary weapon, he is buying now a better primary weapon. The bot is not droping the higher price weapon at the new round start to buy the cheaper one - but in his opinion - better one.
+ Changed - for linux i386.so version - statically linked with libstdcc++6.so - big thanks to THE_STORM for figuring it out.
+ Changed - if the bot is chickened, it is not buying any primary nor secondary weapon anymore (the new coming ChickenMod is forcing the player to drop the gun, so no reason to lose money by the bot).
+ Changed the code for CTs to better find the planted bomb.
+ Added - since the bots are affected by darkness, they have to use flashligths. Thanks THE_STORM and Immortal_BLG for tips.
+ Added more info for wrong waypoints connection "Waypoint problem. No path found" message should also say between which nodes the path is missing).
+ FIXED the bug with radio commands the bots were saying to nobody (if none of teamnates was yet alive).
+ FIXED the bug with pb_mapstartbotdelay (thanks to Orangutanz to point it out) and pb_wptfolder cvars not loaded for the first map.
+ Added the new cvar pb_latencybot [0|1] which lets You show one the scoreboard the string [BOT] instead nothing.
Note - it works only when the bot is adding/creating, so changing the cvar later doesn't affect any bot already in-game.
+ Changed a bit behavior of using flashlights (no longer used while attacking or they can hear the enemy nearby - so they aren't easy target anymore).
+ Addded - Bots are buying and using nightgoogles on dark maps.
+ Changed - the bots are no longer trying to use any weapon except knife if they are zombies.
+ Changed - the bots are trying to hunt/attack the enemies and jump more often if they are chickens/zombies.
+ FIXED problem with TeamInfo messages, so the bots should know better who is a friend and who is an enemy now.
+ FIXED problem with bots jumping while shooting from the sniper weapon.
+ Changed some code with pickup/defuse/attack priorities.
+ Changed - the bots as chicken and zombies are hunting their enemies yet more aggressive.
+ FIXED - Bot better uses the zoom (instead zooming in/out all the time) of sniper and assault weapons.
+ FIXED - When the bomb is planted the bots wanted to go to the target using the shortest path (so all of them could get easy get killed by waiting Ts). Now they are getting the path according to the "danger" data experience.
+ FIXED - Bots were trying to get the same waypoint to camping while defending some position (for example the planted bomb).
+ Changed - the bots are trying to hit the enemy behind the obstacle more often now (if he could be seen or heard before).
+ Changed - the bots are not trying to spray so much the ammo for the enemy behind the wall (just a little bit and with some interval time (15sec) it may happen again).
+ Changed - Filtering the aiming position to don't switch too often the position the bot should look at.
+ FIXED - The bot is switching now to the secondary weapon for short distances to the enemy, when is using the sniper weapon.
+ Changed - The nade throwing - the bot checks where the enemy is looking at (if visible) to prevent to be an easy target (or throws it at near expected enemy's position - if the enemy is behind some obstacle).
+ Changed - Some functions more frequently called are using static variables now, so it should be better optimized in execution now.
+ FIXED problem with bots looking very often at the ceilling.
+ Changed - Forcing CT bots stop camping and trying to defuse the bomb if the defuser got killed.
+ Changed a bit method of checking if the entity to pickup (i.e. bomb) is visble.
+ FIXED - bots unable to find the bomb partially visible (by Ts and CTs).
+ Changed a bit blinded behaviour of the bot.
+ FIXED bots trying to avoid an approching grenade didn't check if they may fall down while moving back.
+ FIXED bots reloading the weapon didn't check if they may fall down while moving back.
+ FIXED - the bot should answer positive for the command "Follow me" only in the case it is really going to follow its "user".
+ Changed a bit the check for throwing grenade direction - it should prevent to throw the nade in weird directions (at least 50% reduced).
+ FIXED - CT bots are finding better the bomb to defuse it if they are nearby.
+ FIXED - bots weren't avoiding the nades throwing in their direction.
+ FIXED - better affecting bots by smoke grenades and flashbangs.
+ Changed - the bots should better aim the new WP while walking (so they should faster change the direction to go - better following waypoints).
+ FIXED - "Taking fire, need assistance" command was issued even if the enemy wasn't fireing at the bot.
+ FIXED - the bots shaking and circling effect (reduced 99%).
+ FIXED - the bots strafing while doing attack movement.
+ FIXED the calculation of the path's length according to the "danger" data experience.
+ FIXED the problem with spinning bot while throwing nades.
  
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