papercoffee wrote: ↑
Sun Sep 25, 2022 9:24 am
I'll test this in my Northern Lights map ...bots are tooo predictable on this map.
sektor's path randomiser helped a little bit. But at the end the alternate paths to the outside curve are never used.
Bots work is summary of paths and internal code.
If paths on map bad then this can not be fixed from code.
Need make proper paths on it firstly.
Que wrote: ↑
Sun Sep 25, 2022 10:08 am
we still need to address the quick succession of dodges that bots make when set to higher levels..
humans cant dodge,dodge,dodge,dodge immediately.
bots need cooldown between dodges.
I do many work for it. But Combat dodge can not be stopped or altered. However in latest builds i do many thing for reduce ability bots do it.
As i write before:
Buggie wrote: ↑
Fri Sep 23, 2022 1:55 am
Combat dodge can not be fixed by external mutator.
papercoffee wrote: ↑
Sun Sep 25, 2022 12:00 pm
just discovered a strange behaviour ...bots do not only dodge quick in succession but sometimes they even dodge many times while shooting in mid-air. They stay for 4-5 dodges in sequence in mid-air and can even traverse obstacles and other bots.
And I noticed that they seem to get dummer when bots from different teams meat they run past each other and don't shoot. Like the objective to get the flag is more important than shooting the opponent.
I'll try another round in a different map now.
oh and the alternate longer path but more rewarding because they get ammo and stuff is totally ignored.
Uhm I must apologise. I tested them in 436 ...
In 469c now I did not encounter that behaviour.
Same map same mutators set up.
!. Bots must not dodge in mid-air. I change timeout for more mimic humans in last build. I see flying bots only once when make code mistake with sign. After I not see at all.
v469c. v436 for server? Server admin must be insane. Also server will be blown much before any bots loaded. v451 - near same, even with fixes it bugged as hell and constantly reboot.
I even not sure if there point for test for v451 server.
2. Bots have flag in priority. It is more human like not shooting enemy, but go grab flag instead. So it is good if such happening.
3. Bot not take care what placed on alternate paths. They or walk to alternatePath or no. It is decided by pure random with use AlternatePaths weight. How many goodies on that way doesn't matter.
In fact bots ignore all goodies in CTF. They have flag objective instead. They can search goodies if too weak for attack other flag. But if they targeted, they they radius for search stuff is smaller. More targeted - smaller radius. When carry flag they almost not collect inventory at all. Radius too small.
I try fix Combat dodge, so I turn off bCanDuck and bJumpy for a while after detect them in air.
But this work only partially.
bCanDuck block only dodge from WarnTarget.
bJumpy just reduce probability of Combat dodge, but not turn it off fully.
So no any way stop bots doing that.
OFC sub-classing bots not an option. Or stop them in mid-air if we detect dodge when cooldown active.
It be looking very awful.