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Bot Chap 5
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ParadoX
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Joined: 07 Nov 2002
Posts: 63

PostPosted: Thu Nov 07, 2002 12:45 pm    Post subject: Reply with quote

Will the bots be much better then it was in chap 4?
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routetwo
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PostPosted: Thu Nov 07, 2002 1:22 pm    Post subject: Reply with quote

How would you make them better?
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Hellfish
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PostPosted: Thu Nov 07, 2002 1:39 pm    Post subject: Reply with quote

1. make it so they go after downed vamps.
2. make them harder
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routetwo
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PostPosted: Thu Nov 07, 2002 2:09 pm    Post subject: Reply with quote

There are skill settings already, look in bot.cfg
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ParadoX
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PostPosted: Thu Nov 07, 2002 3:58 pm    Post subject: Reply with quote

make them like leap more Wink
so they dont walk all the time
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Sobek
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Joined: 07 Nov 2002
Posts: 552
Location: Germany

PostPosted: Thu Nov 07, 2002 5:35 pm    Post subject: Reply with quote

(cut and copy from the old forums)

I am referring to the Jumbot. The homepage of the Jumbot can be found here: http://www.telefragged.com/thefatal/
Unfortunalety, the Jumbot will not be updated anymore, due the fact that his developer is now working at Ravensoftware, or so. And yes I know that the Jumbot was designed for HL deathmatch

I am too lazy to describe everything in the included readme file of te Jumbot, so I just copy and paste (mainly):
Version -> 0.7:
If a bot hears a player/bot in another part of the level and
feels it is prepared well enough for a fight (taking health
and such into consideration) and is not already fighting, it
will track the noise it heard in order to try to find an
enemy to engage in combat with.

Added to the bot's tracking AI. The bot will now track its
enemy down by searching around the spot it last saw its enemy
at.

Bots can now run away if they feel they're at a disadvantage
in combat. Bots do not view information on other clients
that real players can't normally see, and their reasoning
and logic for deciding to run away is completely real. When
running away, the bot can also try to run backwards and
navigate while firing at its enemy.

Bots can now track enemies while going after items, which
makes them less vulnerable during those times. (going for backpacks at all!)
---
1.9:
General bot movement is now smoother and more human-like (optional
with the bot_smoothnav cvar).

Bot aiming has been tweaked to look more smooth and human-like as
well.
---
2.2:
Added teamplay bot ordering and teaching. You can use chatting to
order bots to do a good number of things, including watch what you
do and remember it. You can also order bots to go after specific
bots (or players) on the other team, which is a completely new
addition to the Jumbot ordering system (which was ported over from
the SH Jumbot, in case you did not know).
---
2.3:
Bots will now use the longjump module during straight navigation
routines if they have it, in order to cover long distances faster (so making the vamps do the leapjump)

Bots know how to destroy breakable objects (such as glass, vent
covers, etc) and will do so if it is appropriate.

Bots can handle broken routes. This means that if the bot cannot
reach its destination point, it will figure out a different place
to go
---
2.4:
A new bot leader/squad system has been added. In teamplay games, squad
leaders will be assigned and will tell other bots in their squad what
to do by using chat commands. Players can also easilly take control of
a squad leader or the members of a squad by using the bot ordering chat
commands

Bots will now snipe on purpose (as an option). If bot sniping is enabled,
sniper bots will be issued randomly. Sniper bots will go after a sniper
weapon if it is on the map (the crossbow) and then go to a snipe point
and sit there sniping at enemies as long as their sniping conditions
remain acceptable (meaning they have enough health, ammo, are not in the
middle of reloading, etc). (creating sniping WPs?)

Bots can now camp better (as an option). If bot camping is enabled,
camper bots will be issued randomly. Camper bots find powerful weapons
and/or items and camp on them by moving only within a certain distance
from the weapon or item and frequently sitting by the item and looking
at possible directions an attacker could approach from.

Bots can now better avoid snipers and other unseeable enemies by using
evasive navigation routines while under fire.

Bot hearing has been tweaked so that the bot's hearing distance is more
realistic (in accordance to that of a player's).


other things:
bot_skill (cvar): Default is 0, which uses botaccuracy, botfov,
etc. to determine the difficulty. Setting to another value causes
general difficulty settings:
1 - Easy
2 - Medium
3 - Hard
4 - Very hard

but_hunt (cvar): Default is 1 (enabled). Setting to 0 disables the
bot's ability to track enemies through the level by hearing noises
they make.

wp_jumpplace (cvar): Default is 1. Setting to 0 will disable automatic
adding of a jump-waypoint each time you jump.
or
makewpj (command): This will add a jump waypoint at your current location.
Each time the bot comes to a jump waypoint it will jump.

makewp_snipe (command): This command is to create a sniper waypoint. It
requires a special syntax. The syntax is:
makewp_snipe
For example, the following would create a sniper point at your current
location which points to waypoint number 200 and is inserted in an
existing trail after point 300, and the bot will crouch at this point
while sniping:
makewp_snipe 200 300 1
Use 0 as the crouch flag if you want the bot to stand at this point while
sniping.

watch - Tell the bot to watch what you're doing and remember it. This
will only work if the bot can see you and is following you. If you fire
at a location or use a button, the bot will watch and see what you did,
then remember it for later.

Did I mentioned that it would be sweet to see a leapjump-only waypoint, a skill system for the bots (what weapon they prefer, how good they can aim with which weapon), a max/min_bots configuration command for use in game, something like a reaction time (bot see the player, wait for 0.75 seconds and starts to fire or leap at him)

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iEatBaBiEs
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Posts: 505
Location: Michigan, USA

PostPosted: Thu Nov 07, 2002 6:57 pm    Post subject: Reply with quote

Bleh i guess i see where you all are coming from (wantingthe new bots and all) But i have never gotten the point of bots.... it is after a multiplayer game, if you want to play against AI go play regular hl or something = /
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Sobek
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Posts: 552
Location: Germany

PostPosted: Thu Nov 07, 2002 7:27 pm    Post subject: Reply with quote

Actually, I put that list together back in the days, because ' rt ' wanted some suggestions for the bots.
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Hellfish
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Posts: 584

PostPosted: Thu Nov 07, 2002 9:54 pm    Post subject: Reply with quote

make them not feed in the middle of combat..... nanas do that to me. :burger:
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iEatBaBiEs
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Posts: 505
Location: Michigan, USA

PostPosted: Fri Nov 08, 2002 12:53 am    Post subject: Reply with quote

Hmmmz i am trying to think of something constructive to say about this post...... =D i am not much into bots except for making 30 of them and 2 human players (human are slayers) and climing at the top of a ladder and letting loose! if you guys fix AI that wont happen ='(

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Head Hunter
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Joined: 07 Nov 2002
Posts: 213
Location: Canada, Mississauga Ontario

PostPosted: Fri Nov 08, 2002 1:20 am    Post subject: Reply with quote

well from what i have noticed, when the bots are vampires, they tend to "speed up" as they run towards you. maybe just correct this issue. other than that, they are fine to me.

"remembers setting slayer bots to skill of 5"

lol all they do is twirl Laughing
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iEatBaBiEs
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Location: Michigan, USA

PostPosted: Fri Nov 08, 2002 2:01 am    Post subject: Reply with quote

Woo Woo i guess if your are going to include bots the leap thing someone mentioned earlier wouldnt be bad
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Hellfish
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PostPosted: Sat Nov 09, 2002 12:33 am    Post subject: Reply with quote

mainly for me the prob is they run away form me.... and get stuck on ladders
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iEatBaBiEs
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Location: Michigan, USA

PostPosted: Sat Nov 09, 2002 12:48 am    Post subject: Reply with quote

lol the ladder thing is fun with like 30 vamps
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Lazerus
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Location: Michigan,USA

PostPosted: Sat Nov 09, 2002 2:34 am    Post subject: Reply with quote

I thought it was kind of pointless = /
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