Quote:
Originally Posted by WhizzKid
General issues: - bots shouldn't fire through their mates, they should strafe left or right and then, if no allies on the line, shoot
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That's already done. It may happen really rarely if the bot hit his teamnate. But hey - did it never happen to You the situation You've got hurt even by a human player?
Quote:
Originally Posted by WhizzKid
2. bots should never try to get through doors going backwards, since open/close doors checks not the direction of movement, but the direction of a player
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Really? It probably depands on the door type. I have seen walking them back and opening the door without any problem.
Quote:
Originally Posted by WhizzKid
3. bots should care a little more about an attitude they are at - they step too close to the edge and fall down
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This is the job for waypointers - to put the waypoints so good the bot will never fall down. They cannot just calculate the dangerzone all the time, because it consume too much power of the CPU.
Quote:
Originally Posted by WhizzKid
4. bots should see a little worse in the darkness and turn night vision or flashlight fiven such situation
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They are affected by flashbangs, but the darkness - unfortunatelly doesn't affect them. That also would need to check all the time if they are in the darkness or not to let them aim better or worse. I think it's not worth too implement (I personally don't like to play any dark map,
so I'm not interrested in it at all
).
Quote:
Originally Posted by WhizzKid
5. bots should go off from water when air is finishing
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They are just following the waypoints - don't put waypoints under the water for long distances - that's it.
Quote:
Originally Posted by WhizzKid
6. low-hp bots should hide a little more behind obstacles and high-hp chumps
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The HP has already the influence on their personality. If the bot has lower HP it is trying to be more careful (with hiding, camping, finding more safe paths). High HP doesn't influent too much their behaviour.
Quote:
Originally Posted by WhizzKid
7. bots shouldn't hide from each other so much when in knife mode/knife arena - its melee weapon, and they should fight a little more
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That's probably right - I have to take a little more look at the "jasonmode"...
Quote:
Originally Posted by WhizzKid
8. bots should escort hostages in group if possible
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Now You started to talk about tactics. There is a lot of things to do with this subject. Let's say - I'm not rejecting it, but that really needs to be good re-thinked...
Quote:
Originally Posted by WhizzKid
9. bots should run away from the bomb that is yet to explode
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I did it already. Only if they can see enemies they are still trying to fight. Otherwise when the bomb is about to explode, they are running away.
Quote:
Originally Posted by WhizzKid
bots should protect (CT) and aim (T) the VIP more often
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T aim more often VIPs, but there is probably still something to do with CTs (still tactics)...
Quote:
Originally Posted by WhizzKid
bots should be able to use secure assault: a bot or some bots leading the group would ocasionally take some positions to cover the rest, while the group would go further, then switch their roles - the moving would cover those who had just covered them; I know this is a little complicated to implement and would probably require some recoding so I've put it at the last place in the category
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Yeah - that's more complicated and what is the secure assault? I teached them already how to better use the shiled - isn't it sufficient yet?
Quote:
Originally Posted by WhizzKid
Waypoints improvement:new flag: importance - would determine the second0level probability of using the waypoint by bots (or teams). It would be useful on maps where some router are underused, such as de_suntower - bots usually choose the middle route, which is the most dangerous one and they like to get stuck there. Exp files with good bot-managing player can minimize the problem, but it would be better solution imho
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That's is done so - when the bot gets stucked somewhereit increases the experience of "damage" in that place, so later on the path shouldn't be taken so often. If that doesn't work, maybe I have to improve a bit this what is already done.
About the rest of waypoints - I'm not going to change the waypoint format. Adding new flags would require it. Sorry.
Quote:
Originally Posted by WhizzKid
Commands: - new command: camp frequency - eg. per round, or x second cooldown
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I was thinking about it and finally I forgot how I wanted it be done. I have to re-think it again.
Quote:
Originally Posted by WhizzKid
2. new command: botsdontusegrenades - sorry if that already has been done (I can't check this right now), could be sometimes useful (on maps where bots kill themselves with HE grenade)
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You can use the cvar pb_restrequipammo (read podbot.cfg) to solve this.
Quote:
Originally Posted by WhizzKid
3. new commands: bot_radio_frequency and bot_chat_frequency - would determine how often bots use their communicative skills
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That is already done randomly, but there is no reason to define the probability by new extra settings. There is already too many settings (none of them are usually changed on the servers...)
Quote:
Originally Posted by WhizzKid
Personality: - random obstacle destroying
- random spraypainting (or after a kill, and no enemies in range
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That also already happen randonly.
Quote:
Originally Posted by WhizzKid
Compatibility with AMXX plugins: - invisibility should cause bots to aim less accurately and sometimes disable their ability to notice an invisible bot/player (when hiding in shadows; based on invisibility level)
- using skills from mods like WC3 XP (like TP to one of visible waypoints, healing when low-hp, using extended ammunition, being able to be immobilized)
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I cannot make it compatible with everything around. Please understand it. I cannot test all posiible mods with all possible combination (I don't have time for it).
Quote:
Originally Posted by WhizzKid
Anyway, if you would like to have PODBot translated into Polish, I would gladly help
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Do tego akurat nie potrzebuję pomocy...