No. It is like if ahead pool of acid and flag on ground (not in acid). 2 bots run to flag for pick it.hayabusa21180 wrote: ↑Sat Nov 30, 2024 12:41 pm "AvoidDumbMoveToCTFFlag
- Remove MoveTarget if it CTFFlag returned or grabbed just yet.
As result:
- bots not do dumb runs to CTFFlag if someone else return or grab it."
Could you explain more clearly what this does? I see bots all the time running at their own flag as it's on the stand, as if they're checking whether it's still there. For instance, in CTF-November the blue bots will spawn nearby and then run and touch their own flag. Is this fixable, and is this what AvoidDumbMoveToCTFFlag is supposed to fix? If so, it's not working.
One touch. And run do other stuff. Another one start run to own flag in straight line ignore everything, include level geometry. So die in acid.
What you describe is defender behavior. Defenders act as attacker. But if they too far flag and/or not see it, game mode set them move to flag.
Usually they not want touch flag, just after goes close - stops, but if map close, like in CTF-November, that not work, and they all time go "check the flag".
That how game mode work with them.
That basically fine, since maps can be very different.
Enable fix FixCTFDefendersOnStolenFlag only when game type exactly CTFGame, not subclass of it.hayabusa21180 wrote: ↑Sat Nov 30, 2024 12:41 pm "FixCTFDefendersOnStolenFlag_OnlyExactCTFGame=True"
Could you explain what this does, please?
Some subclasses of CTFGame is not actually ctf game. Or not need that fix.
Bots use boots as humans do only on JumpSpots. All other is actually detail of implementation which make them cheat - they jump high, without spent boots. Whole time. On each jump.hayabusa21180 wrote: ↑Sat Nov 30, 2024 12:41 pm "FixJumpWhenCarryBoots=True"
I'm also not sure what this does. In what way does it fix the jump while they have boots? Does it mean they can normal jump and bootjump while wearing boots? I often see bots wearing boots and wasting them on trying to get over small obstacles (like stairs or low walls). I also see them constantly jumping from LiftExit path nodes i nthe wrong direction, such as from high to low, because they don't know how to tell one LiftExit from another. Is this fixable?
That not goes well, so they start do dump stuff or even looping.
So this option enable fix, which work not in all 100% cases, but where able, try detect jump and reduce height.
Minigun actually that powerful. That option serve for reduce this inhuman aim to more moderate values. You can experiment with it. Set for example 4 or 8.hayabusa21180 wrote: ↑Sat Nov 30, 2024 12:41 pm "FixMinigun=True
FixMinigun_AimErrorModifier=2.000000"
Is there a way to properly nerf the minigun at Inhuman and Godlike? Even with these enabled the minigun is broken. I saw a bot literally snipe an opponent within about an eighth of a second with the minigun the other day, it's clearly still broken. What should these modifiers be set to?
That option not finished. And can't be finished without make bots cheat in some way. Like instant switch to transloc and back.hayabusa21180 wrote: ↑Sat Nov 30, 2024 12:41 pm "MoveWithTranslocator=True"
This doesn't seem to work. It's true that bots will occasionally remember to throw the T/L ahead of them, but they can't do it like human players unless LiftExits or TransDests have been set up, which is obviously not practical. They can't use this to climb the hills in CTF-Face for example. Any points in keeping this? At the moment all it does is make bots put away their weapons and meaninglessly throw the T/L a yard ahead of them.
Without that bots can't use it in way which not harm them.
Maybe one day I try do something with it.
Some options not public listed since not finished, but still appear in INI.
No. They do this by default, but that almost all times goes bad.hayabusa21180 wrote: ↑Sat Nov 30, 2024 12:41 pm Have you scripted the bots to move as a team at any point? Bots now seem to move around in TDM in groups, which they never used to do, at least when speccing.
However I not try fix it and not sure if that possible.
Example what they do (in CTF mostly):
- in 20 meters of flag, instead of grab it, they runaway to own base, because it is support bot, and leader be killed and respawned on base.
- Travel whole base for reach leader. sometimes whole game, because leader mind own business and nobody wait.
- Or leader wait in AS and whole team can stuck, because leader not want goes in small group and some bot stuck somewhere.
Redeemer hard to use. Even for humans. I not see any clear rules for bots which for for all maps.hayabusa21180 wrote: ↑Sat Nov 30, 2024 12:41 pm Bots don't know how to use the redeemer while SSB is enabled, they just fire it and then dodge after it, suiciding. Any way to fix this?
However bots aware about splash damage of weapons. So not use it all time.
We play a lot with bots and sometimes they use redeemer properly.
It really random. But I not see way how it can be improved.