Bot offense

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Wises
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Re: Bot offense

Post by Wises »

papercoffee wrote:
Wises wrote: alternatively you could give em all logues abilities and SuperShockRifles.. you wont be disapointed
I did this also on one of my bots for offline game ...but somehow is he not that bad-ass like Loque normally is. Did I miss somewhere a setting in the user.ini ??

*cough* Redeemer not A-ShockRifles *cough*
download and install jafo's bot editor paper.. it has an array of options for your bots.. including giving them preferred weapons.. accuracy , heightened senses.. and dodging abilities.

however ... I have heard *Chinese Whispers* that logue was a special bot with special abilities unlike the others.. however I wouldn't take this as Gospel ;)

also not sure if I mentioned this here yet but Sp0ngebob made a pretty cool auto bot add/remove mod thing here;
http://www.unrealadmin.org/forums/showt ... 164&page=3

which could help someone :D
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Hook
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Re: Bot offense

Post by Hook »

papercoffee wrote:
Hook wrote: Most of our bots are set Skill level 0, and no higher than 2 or 3. :wink:
Ok maybe I get something wrong with my bots but isn't Skill level 0 weaker? ...It can be that, I did it wrong all the times. :noidea
Oh, hi PaperCoffee - I've been away too long LOL :lol2:
Yes, 0 is weaker skill, you are correct, but I was saying that the bots weren't even set real high, some very low skill, but they still perform exceptionally well when tweaked correctly. :tu:
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FraGnBraG
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Re: Bot offense

Post by FraGnBraG »

hmm, surprised this hasn't been mentioned - but there's another really important aspect of UT BOTs ...

the map itself (it's layout and geometry features, and whether or not the path network and BOT-related actors have been setup (more correctly gameplay-designed by the mapper) to allow the BOTs to kill humans to the best of their little robot-AI aligorthm's abilties...

for example, it's not that hard to set up a room (depends on the room design of course) where a resident BOTS know where you came in and ambush you in several ways. If it's a strong type (or a customized maxed out BOT) you'll probably die a lot because you'll never get the first shot.

IF in the same room, if the path network is just basic, or actors have NOT been used to create that ambush situation (properly), BOTs found in there will just react as expected...

Some 1 vs 1 maps show the mapper went to great pains to make the opponent BOTs KEENLY AWARE of the player at all times, and make them jump agile and use the geometry creatively (like a human would) - well in as much as you can do that with UT bots. Point being the mapper spent the effort on the pathing/gameplay business. Unfortunately, not very many mappers in UT even give a shit about bot-pathing so the robots are ham-strung in the map from the start.

so tweaking BOT behaviour can only go so far, the map has to be good too... imo
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