StopFollowBot mutator

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Buggie
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Joined: Sat Mar 21, 2020 5:32 am

StopFollowBot mutator

Post by Buggie » Fri Sep 02, 2022 6:44 am

Tiny and easy mutator.
Bots who follow players after add it to game, get defense order.

As result:
- Bot not try follow player, and team goes to be more stronger, since bot normally not able cover player. Or player do random stuff, and bot just do nothing useful.

Mutator targeted only to stock UT bots and CTFGame.

Install:
Add to mutator list StopFollowBot.StopFollowBot (or to ServerActors - preferred way)

Not need add it into ServerPackages.

Outdated. Use SmartStockBots mutator instead.
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Last edited by Buggie on Fri Sep 16, 2022 8:41 pm, edited 2 times in total.

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Que
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Re: StopFollowBot mutator

Post by Que » Sat Sep 03, 2022 2:23 am

Be cool to have a mod which takes into account how many bots are playing for example minplayers=6
The then gets the bots from both teams and auto-sets their objectives.
One attacking / one following / one defending on each team
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Buggie
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Joined: Sat Mar 21, 2020 5:32 am

Re: StopFollowBot mutator

Post by Buggie » Sat Sep 03, 2022 4:14 am

Stock game do this by default.
Default pattern is Freelance -> Attack -> Defense -> Freelence -> ...
Start state is Freelance. Bot get next state.
When order set, Freelance replace to attack.
So by default for each 3 bots 1 attack, 1 defense and 1 attack again. After pattern repeat.
If future state of bot is Freelance or Attack and there no set Follow players, then it search player and set follow to him.
If no players, it can set follow to some bot with some probability.

This is why I set defense instead of attack back. Players rare play in defense.
So if there 4 vs 4. 3 bots attack. one defend.

OFC it can be altered but I not see point. Current assign is good enough.

Automatically merged

Mutator mostly caused by simple facts:
1. If player strong it move fast, chaotic, not wait bot, and bot all time run on map try reach it. Zero effectiveness.
2. If player weak or messing around, bot able reach and do nothing.

Both case make team very weak.

For example 4 vs 4 turn into 3(2) vs 4.
So you can start loose just because of "missing" one bot.

In first case it can be less noticeable. In second - very noticeable.

If joined player not really play or too weak, he replace by self average bot (-1) and take to self follower for self (-1), so this lead to -2 for team and big negative impact.

With this mutator, bot goes to defense, which allow player focus on attack, and teams less unbalanced, even if player weak.

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sektor2111
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Re: StopFollowBot mutator

Post by sektor2111 » Sat Sep 03, 2022 6:24 am

Good news over here...
Actually all game-types which I developed don't include any follow type fellow... :lol: ...

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f7r
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Posts: 85
Joined: Mon Oct 19, 2020 6:53 pm

Re: StopFollowBot mutator

Post by f7r » Sun Sep 04, 2022 9:44 pm

Que wrote:
Sat Sep 03, 2022 2:23 am
Be cool to have a mod which takes into account how many bots are playing for example minplayers=6
The then gets the bots from both teams and auto-sets their objectives.
One attacking / one following / one defending on each team

BotOrders mutator by MrLoathsome?


But hm...

Code: Select all

RV = Rand(2);
if (RV == 1)
    B.SetOrders('Attack', None, true);
else
    B.SetOrders('Defend', None, true);
---------
 /Unreal/Logs >  grep 'Orders set for' ./* | grep Attack | wc -l                  
752                                                                                                   [0,557s]
 /Unreal/Logs >  grep 'Orders set for' ./* | grep Defend | wc -l
442                                                                                                   [0,550s]
It should be approximately the same... The difference is 1.7 times. Weird.