[Info] Bots

Discussion in 'Mapping Questions & Discussion' started by The Political Gamer, Dec 18, 2009.

  1. Fireman

    Fireman L4: Comfortable Member

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    The poor spies don't seem to know how to do anything other than run forward, gun ablaze. I watched a good five of the saps walk right into a sentry nest before switching to watch something other than the engie.
     
  2. Trotim

    aa Trotim

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    But they do deal quite some damage with their revolvers.

    Now Scouts... those are the sad misfits.
     
  3. Nutomic

    Nutomic L11: Posh Member

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    They have no ai for scouts and spies coded, so they wont be able to do anything than the general stuff that applies to all classes, which is attack and shoot.
     
  4. Schmoe

    Schmoe L2: Junior Member

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    Thanks. My main concern is that the engineer will receive unlockables that require the mesh, rendering all previous custom maps as broken.

    More specifically, if the engineer receives a mobile sentry it would explain why they added all this extra AI code.
     
  5. Martham112

    Martham112 L2: Junior Member

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    Well I'm sure they'll fix it in the future. But for now, don't.
     
  6. Randdalf

    aa Randdalf

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    How ... what ... huh?
     
  7. The Political Gamer

    aa The Political Gamer

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    Just an FYI the bots are busted on cp_steel.
     
  8. Randdalf

    aa Randdalf

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    • Thanks Thanks x 6
  9. Trotim

    aa Trotim

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    Huh. I still don't see why it has to be used, but yes, I can confirm the bots worked a little bit better with it set before nav generation.

    And yes, manually editing the nav obviously helps. Anybody who ever dabbled in the L4D authoring tools should know how it works =P
     
  10. keithgarry

    keithgarry L2: Junior Member

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    Does ANYONE know how to get bots to jump down pits/ cliffs/ etc? I'm trying to bot test my map, but they refuse to take one of my routes because it drops down too far.

    More precisely my bots seem to ignore all of my areas, connections, etc. and head straight to the cap point. Sadly there is a wall in the way and they ... what's a good word for pathetic? they lamentably try to jump over it. Why is this happening?
     
    Last edited: Dec 28, 2009
  11. J4CK8

    J4CK8 L11: Posh Member

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    I don't think there is anything you can do about it concerning the bots. It's like on lumberyard, where one team will just spend the entire game running into the cap point door until it opens, while the other team finds its way around and inside.

    We will probably just have to wait for an update.
     
  12. Stormcaller3801

    Stormcaller3801 L5: Dapper Member

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    Is there a way to specify weapon loadouts?
     
  13. Micnax

    aa Micnax I maek map

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    Results from Hiddentomb are quite hilarious.

    The RED team did what they did and normally defended from around the spawn, which the BLU team were constantly attacking and staying around the Control Point... that is, ABOVE it.

    Bots don't seem to have an understanding of the heights capture points are on, especially when the spawns are not on the same height of the capture point is at. They only began to cap it if they had fallen down.
     
  14. re1wind

    aa re1wind

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    Oh joy! Now tf2 gets l4d nav mesh-editing as well, along with all the agony, pain, and frustration it caused. >_>

    I *dare* anyone to attempt to make a nav mesh for hydro, and then manually edit it. :p
     
  15. Noggin

    Noggin L5: Dapper Member

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  16. 3choE

    3choE L1: Registered

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    As for the built-in bots, I have the same problem as this guy (link), that often the bots stay as spectators, instead of joining a team. Does anyone know how to fix it?

    (I read through this thread, and found no discussion/solution about it :p)


    Thanks.
     
  17. 3choE

    3choE L1: Registered

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    Bump. :p

    For my issue in the above, I found that instead of doing:

    Code:
    // adding 10 bots per team for example
    tf_bot_add	10	red
    tf_bot_add	10	blue
    

    doing the following seems to solve the issue:

    Code:
    tf_bot_add	2	red
    tf_bot_add	2	blue
    // just x5 of the above.