How i can configure bots?

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FXANBSS
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How i can configure bots?

Post by FXANBSS »

How i can configure bots?

There are some things i don't understand. :(
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Chamberly
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Re: How i can configure bots?

Post by Chamberly »

There can be several ways to do it.

Mainly in defaults, they are in user.ini. You can change their name, etc.
There are some other bots add on or management but I haven't use those except ferbotz, haven't messed with their settings yet.
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UTPe
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Re: How i can configure bots?

Post by UTPe »

hi,
there's an old small program you could use for setting bots, I hope it can help you.
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FXANBSS
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Re: How i can configure bots?

Post by FXANBSS »

I don't know what does some settings.

You can explain me what change does the settings?

Example: the bot is faster if you change some of the settings. :P
Raviex
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Re: How i can configure bots?

Post by Raviex »

This is from the Liandri Archives though I'm not sure how much the adjustments on the bots adjust the skills:

http://liandri.beyondunreal.com/Bot

Skill levels

There are 8 skill levels that bots can be set to. These are consistent across all UT games as of UT2004.

In order of increasing difficulty:

Novice
Average
Experienced
Skilled
Adept
Masterful
Inhuman
Godlike
Behavior

The discussion below is based on the behavior of UT2004 bots, but some may apply to other UT games.
Bots are often disliked due to their very un-humanlike behavior, particularly bots of the Adept skill level and above. They have extremely good aim with weapons such as the Flak Cannon, Minigun, and the link beam at close range. At the same time, their aim can be quite lacking with other weapons. For instance, if a player goes anywhere near a Godlike bot with the flak cannon or link gun, they will almost certainly die, or at least suffer massive damage.

Bots can also do things that are technically impossible for real players. For instance, real players must wait a short amount of time (roughly half a second) after dodging before they are able to dodge again. Bots, on the other hand, can dodge immediately after landing. They also react instantly to a projectiles such as a rocket or shock core being fired at them.

Even though bots display superhuman aim and impossible movement, they are also incredibly predictable. With a little practice, even a moderately skilled UT2004 player can defeat a Godlike bot in a 1v1 duel, or even a small FFA match.

Technical details are a bit sketchy, but there's a basic overlay about bot capabilities at various levels:

Novice: 60% movement speed, won't move during combat, 30° field of view, aim can go up to 30° off target, turns less than 180° per second.
Average: 70% speed, little better accuracy, turns a bit more than 180° per second.
Experienced: 80% speed, uses Translocator, strafes during combat, 40° field of view, turns more than 180° per second.
Skilled: 90% speed, can double jump, field of view 60°, turns approx. 225° per second.
Adept: full speed, tries to dodge incoming fire, tries to get closer during combat, if using non-hitscan weapon then "leads" aiming, field of view 80°, turns nearly 270° per second.
Masterful: uses Impact Hammer to jump higher, uses shock combo, changes target during combat, in Onslaught it will repair powernodes before leaving, field of view 100°, turns approx. 315° per second. This is as close as it can get to a real human opponent - higher skill bots are considered bots that cheat.
Inhuman: tries to dodge enemy aim, field of view 120° without distance limits, bails out if an incoming AVRiL will destroy the vehicle, turns around in less than one second.
Godlike: aim goes less than 1° off target, 360° field of view without line of sight limitations (meaning it sees the whole map at all times), turns around in less than 0.5 seconds.

Bots move around the map using a pathnode network placed by the map's creator in UnrealEd. They first decide their current objective; if it is not a pathnode itself (items and flags are), then they find the nearest node. Next they find the node nearest to themselves, then extrapolate the shortest route along the network, making a beeline from node to node until the objective. Bots do not actively hunt the player at first, but prefer to go around the map and collect items until the player wanders into their line of sight, at which point the bot begins combat. If a bot was hurt or killed by another bot or the player, it will sometimes actively go for revenge as their immediate goal, killing the offenders in the order they attacked it. If a player runs away, the bot may follow for a short time then return to it's previous activity.

Bots automatically assume spawnpoints and item positions as safe. If a bot calls for help and/or another volunteers, then a squad is formed. The leader moves and behaves normally while the others follow it no matter what. They may go for a short distance away to collect another weapon or engage an enemy but they will immediately return; in short, followers can still do everything normally but they won't if the leader's actions conflict it (for example, it won't go home and defend the flag if the leader is running towards the enemy base).

Sometimes bots can get stuck: they try to achieve something and if they are unsuccessful, they try again, ad infinitum. This is often caused by problematic pathing: the node network says they can do it but in reality they can't (for example, map geometry is obstructing the path or they are trying to jump to a ledge only accessible via translocator).

Bot behavior can be studied by using the Mind Reader mutator (UT only, available here) or the ShowDebug console command for UT2003/2004, both while spectating a bot.
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Re: How i can configure bots?

Post by Dr.Flay »

I find it easier to create a list of custom bots with characters I am familiar with.
eg. Use the comic hero pack, and you have an idea in your head how each of the heros will behave.

Spiderman for example, could be setup like this;
Skill Adjust - Add at least 1, because he is "Super" (he will make better tactical decisions)
Fave Weapon - Chaos grapple or dual Enforcers (seems suitable)
Accuracy - 75% (excellent but not perfect shot)
Alertness - 100% (Spidey-sense)
Camping - 50% (he has no preference)
Strafing - 100% (runs sideways a lot while fighting)
Combat Style - Aggressive (does not retreat in a fight)
Jumpy Behaviour - Yes (Jumps around like human players while fighting)

Only 1 other bot I configured for 100% alertness, and that is "Judge Anderson" the female Psi-Judge, and "Judge Dredd" gets 100% accuracy
Given the options available, ask yourself how you would configure "The Hulk".
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Re: How i can configure bots?

Post by Wises »

if you've ever played spiderman2 which is also built on the unrealengine ironically enough then iam guessing.. perhaps there is some way to incorporate his actual skin into ut (I wonder).

I used to use actual players on our servers and customize them to fight similar styles to them.
in fact the bots were pretty convincing and when they popped in they would start trying to chat to the bots....I lol'd on several occasions.

esp when they realized that they were bots.
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Re: How i can configure bots?

Post by EvilGrins »

Wises wrote:if you've ever played spiderman2 which is also built on the unrealengine ironically enough then iam guessing.. perhaps there is some way to incorporate his actual skin into ut (I wonder).
1) I've got 3 baseline Spidey skins I've collected from other skinners.
2) I've made a Spidey-Trek skin from those · http://unreal-games.livejournal.com/18729.html
3) I can edit a Spidey-bot, to be embedded onto a specific map. For his spider-sense I just copy the settings from the skaarj, that thing they do when they dodge just before you turn to shoot them.
FXANBSS wrote:Example: the bot is faster if you change some of the settings.
Some of what Raviex says is true, in an overall game setting, but you can determine bot speed by going into their individual settings:
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High skill equals greater speed.
Alertness & Strafing equal greater speed.

High camping actually indicates slower more than faster, so it evens out. A lower setting on the camping boosts speed.

Advantages of changing a bot's individual settings is that no matter what the overall game level is at, the bot's skills remain intact.
http://unreal-games.livejournal.com/
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medor wrote:Replace Skaarj with EvilGrins :mrgreen:
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Raviex
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Re: How i can configure bots?

Post by Raviex »

I use the JaFo's Bot editor to maintain some differences in the bots. While more is better I wonder if anyone knows "how much more" each skill setting increases. For instance on relative skill "4" is listed as "Average." Does that mean "5" raises it one level or does it raise 33% or whatever? Same with accuracy, etc.
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Re: How i can configure bots?

Post by EvilGrins »

Raviex wrote:I use the JaFo's Bot editor to maintain some differences in the bots.
I'm old school, I do each bot at the time I set it up, and keep screenshots of their setup in case I wanna swap out some for a new one.

They're kinda like action figures to me.
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medor wrote:Replace Skaarj with EvilGrins :mrgreen:
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Raviex
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Re: How i can configure bots?

Post by Raviex »

I'm the same way . . . which is why I use JaFo. It allows me to immediately pull up my old bots when ever I need them.
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