.:: Bots United ::.  
filebase forums discord server github wiki web
cubebot epodbot fritzbot gravebot grogbot hpbbot ivpbot jkbotti joebot
meanmod podbotmm racc rcbot realbot sandbot shrikebot soulfathermaps yapb

Go Back   .:: Bots United ::. > Cyborg Factory > RACC
RACC Autonomous fragmachines by PMB Counter-StrikeDMCHLDMThe Specialists

Reply
 
Thread Tools
Re: development screenies
Old
  (#31)
Pierre-Marie Baty
Roi de France
 
Pierre-Marie Baty's Avatar
 
Status: Offline
Posts: 5,049
Join Date: Nov 2003
Location: 46°43'60N 0°43'0W 0.187A
Default Re: development screenies - 10-03-2004

Perhaps no game company approaches me simply because my bot isn't released yet, hmm ?

Don't hype something you haven't seen yet in action... I talk, I talk, but you'll see for yourself.

About the tactics, as I said earlier these bots won't rush and chase their opponents. They will on the contrary behave exclusively regarding to the mission's goal. For example if there are 2 bomb sites, the CT bots make 2 squads and each squad goes and secure one. NO bot will go and hunt the enemy on its own, instead they all camp around the bomb sites, pointing their guns in every possible incoming direction. Sorry if a lot of players don't like camping opponents, but the goal for the bot is to make its team win the round, not to hunt for frags. Bots don't give a shit about their stats.



RACC home - Bots-United: beer, babies & bots (especially the latter)
"Learn to think by yourself, else others will do it for you."
  
Reply With Quote
Re: development screenies
Old
  (#32)
Terran
Member
 
Terran's Avatar
 
Status: Offline
Posts: 431
Join Date: Jan 2004
Default Re: development screenies - 10-03-2004

Quote:
Bots don't give a shit about their stats.
  
Reply With Quote
Re: development screenies
Old
  (#33)
Onno Kreuzinger
aka: memed / Server Admin
 
Onno Kreuzinger's Avatar
 
Status: Offline
Posts: 705
Join Date: Jan 2004
Location: germany
Default Re: development screenies - 10-03-2004

that what i expect them (and my team mates) to do, get the level done :-)
i acctually learned a lot from bots, esp. realbot (uh *g*) about how to win a level. i dropped to rank 3 on my server, but my win / loss ratio and my damage caused increased constantly. i now play mostly with the weak team.

sometimes i simply attac like a bot would do, no mery, no fear just run and shoot. thats the point i get called a cheater, the best award i can imagine, since the enemy is resigning.

i'm eager to fight RACC

OT: who made the smilies shuffel around, i have to search the right one each time i click a smiley with the mouse


sunny morning view from my balcony:

see our WIKI!
see our filebase!

Last edited by Onno Kreuzinger; 10-03-2004 at 12:02..
  
Reply With Quote
Re: development screenies
Old
  (#34)
gonzo
Guest
 
Status:
Posts: n/a
Default Re: development screenies - 10-03-2004

this behavior that the ct secure the bombspots is really good. Its better than the deathmatch-behavior like podbot you will need to use taktics and flashbangs and these things it would be much better than anything else i think it sounds n1 pmb
  
Reply With Quote
Re: development screenies
Old
  (#35)
Terran
Member
 
Terran's Avatar
 
Status: Offline
Posts: 431
Join Date: Jan 2004
Default Re: development screenies - 10-03-2004

That would make the bot a good opponent for clanwar training - very exciting!
  
Reply With Quote
Re: development screenies
Old
  (#36)
MarD
Waypointer/Moderator
 
MarD's Avatar
 
Status: Offline
Posts: 1,184
Join Date: Jan 2004
Location: Canada.. EH!?
Default Re: development screenies - 11-03-2004

Heyyo,

Yeah, I think it's a pretty nice idea, cause it does encourage more teamplay like CS was meant to be.

But, there should also be important defense areas bots can cover. A good example is on DE_Dust, in the upper tunnels, if the CT's get in there, from the 3 sides closest to the CT spawn point, and the bomb site, they can own almost all the T's that come in, so they don't even get close to the bombsites. But I'm just thinkin' out loud, cause your idea should get the job done nicely.


Later-a-much, and LONG LIVE THE D!,
(Link>>>MarD's Moddin' Site<<<Link) MarD

Rock Hound. (<Link)
  
Reply With Quote
Re: development screenies
Old
  (#37)
FrostyCoolSlug
Member
 
FrostyCoolSlug's Avatar
 
Status: Offline
Posts: 318
Join Date: Mar 2004
Default Re: development screenies - 04-04-2004

maybe add a 10% chance of a bot becoming 'rambo', otherwise it will be easy to kill bots with things like nades, cause you will know they will be camping :/

The occasional lone bot can throw an entire team off, especially if it aproaches from behind with a knife :p

A reletivly important part of CS practicing is learning to 'Watch Your back', if all the bots camp, you wont need to do this anymore :p

btw, GREAT BOT! it rocks

Just my 2c
  
Reply With Quote
Re: development screenies
Old
  (#38)
[NvT]_KaszpiR_
Member
 
[NvT]_KaszpiR_'s Avatar
 
Status: Offline
Posts: 322
Join Date: Apr 2004
Default Re: development screenies - 06-04-2004

looks really impressive
san you say on what ssytem you are testing bots and the performance?

also one ting that ame upt o my mind
when the bot was jumping etc on de dust 2 to get to the high hole - maybe it could save some data for future use as normal human does, so he could jump later without wasting too much cpu for finding the best way....

i guess then some things could be more like waypoint paths that you try to avoid, but as we all know even the live plyers use some "learned" ways of moving

most bos works well on flat maps where is no jumping etc, the problems begins when hey gotta find a path with ladder, stairs etc...

last thing -about 2 years i go i saw your projects of racc and was thinking -impossible! to much cpu consuming.. till this screenshots
(the best visible font is bright green,yellow, white, blue)
  
Reply With Quote
Re: development screenies
Old
  (#39)
stefanhendriks
RealBot Author
 
stefanhendriks's Avatar
 
Status: Offline
Posts: 3,088
Join Date: Nov 2003
Location: Netherlands
Default Re: development screenies - 06-04-2004

PM, looks impressive indeed! I can't wait to see that in action. I can imagine making bots really tactical (not hunting for frags) is not that easy as it looks like (ie, keep the game fun as well, and not boring, bots should not always camp at bombspots and such). I also wonder how you will tackle the problems like "when i rush i die, i need to go slow and stealthy'. Even more cool would be if you eventually end up with:

"Team A always seems to rush ( i am on Team B), when we rush, we mostly die. Team A expects us to do stealth, so we not stealth, we rush , shorter, and camp and hunt the bastards" hehe


Author of RealBot, "Arrakis" and "Dune 2 - The Maker" | co-Founder of Bots-United | Fundynamic | Blog | E-Mail me
  
Reply With Quote
Old
  (#40)
[NvT]_KaszpiR_
Member
 
[NvT]_KaszpiR_'s Avatar
 
Status: Offline
Posts: 322
Join Date: Apr 2004
Default 06-04-2004

i always the best result achieved when mixing togethere bots , but the best if they use and obey sometimes radio messages - then they are really nice working
  
Reply With Quote
Reply


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 
Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump



Powered by vBulletin® Version 3.8.2
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
vBulletin Skin developed by: vBStyles.com