SmartStockBots mutator

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Buggie
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Re: SmartStockBots mutator

Post by Buggie »

v1

Some fixes + new features:
5. FastImpactJump
Reduce delay for start Impact Jump.

As result:
- bot do Impact Jump faster.

6. SayHi
Bot can say "hi" if player join after bots.

7. SayGG
Bot can say "gg" after game ended.

8. DestroyEnemyTranslocator
Bot going destroy enemy translocator disc if see it and not busy with other stuff.

9. DestroyEnemyWarshell
Bot going destroy enemy redemer rocket if see it and not busy with other stuff.

10. NoVictoryDance
Prevent do Victory Dance by bots.

11. PlayTauntIfWin
Bot do some taunt if win game.
Update in first post: viewtopic.php?f=7&t=15400

Automatically merged

v2

- fix small mistake.

Update in first post: viewtopic.php?f=7&t=15400
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darkbarrage99
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Re: SmartStockBots mutator

Post by darkbarrage99 »

Buggie wrote: Sat Sep 24, 2022 9:24 am 6. SayHi
Bot can say "hi" if player join after bots.

7. SayGG
Bot can say "gg" after game ended.
Creepy! I'll never join a ut server again without remembering the bots could now possibly start talking to me :lol:
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sektor2111
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Re: SmartStockBots mutator

Post by sektor2111 »

There is nothing creepy but a bit questioning...
I see a lot of configurable variables but INI is... OLD, similar to prior versions.
In other hand... I love this mutator... after loving it a little bit. By example Bots array to me is pointless at 1024. What is for ? Who is playing against 1000 dodgers and how is scoring system taken in account for winner number 50 ? The rest is random timer, some speed brute-force which I don't understand, little touches here and there...

Code based on Engine and BotPack returned 39.9 kb instead of 68.7 kb...
The rest is INT completed for access and INI generation.

Code: Select all

[Public]
Object=(Name=SmartStockBots.SmartStockBots,Class=Class,MetaClass=Engine.Mutator,Description="- SmartStockBots")
Preferences=(Caption="Mutators",Parent="Advanced Options")
Preferences=(Caption="SmartStockBots.SmartStockBots",Parent="Mutators",Class=SmartStockBots.SmartStockBots,Immediate=True)
Party Mode is ON :rock:
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Deepu
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Re: SmartStockBots mutator

Post by Deepu »

Let's rock
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papercoffee
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Re: SmartStockBots mutator

Post by papercoffee »

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.
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Que
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Re: SmartStockBots mutator

Post by Que »

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.
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papercoffee
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Re: SmartStockBots mutator

Post by papercoffee »

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.

EDIT-----------------------

Uhm I must apologise. I tested them in 436 ...

In 469c now I did not encounter that behaviour.
Same map same mutators set up.
Buggie
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Re: SmartStockBots mutator

Post by Buggie »

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.

Automatically merged

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.

Automatically merged

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.

EDIT-----------------------

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.

Automatically merged

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.
Last edited by Buggie on Sun Sep 25, 2022 2:06 pm, edited 1 time in total.
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sektor2111
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Re: SmartStockBots mutator

Post by sektor2111 »

Buggie wrote: Sun Sep 25, 2022 1:43 pm OFC sub-classing bots not an option.
I'm afraid that these complains toward insane dodging are not part of a SUB-CLASS - indeed not a option but... better than trying harder to alter something hard-coded and result are probably 99% normal. The rest of polishing for me was needed for some reasons:

Code: Select all

Critical: UObject::GetFullName
Critical: UObject::IsValid
Critical: UObject::GetFullName
Critical: UStruct::CleanupDestroyed
Critical: (Class SmartStockBots.BotSay)
There are ZERO reasons to do anything when game is restarting/traveling and referencing some activity when actually everything should be stopped and values previously assigned in game should be reverted letting things to work normally in Off-Line mode.
For me such mutator should be done years ago, it would be causing more attention and dedication for Bots... mid body Waves at Bot Haters :pfff: .

Edit: If I'm looking in other direction, I like dodging Bot - especially if The Boy is in my Team defending correctly what has to be defended :tongue: . They have dodging and you are supposed to have BRAIN, and then for me things are balanced.
Dennis
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Re: SmartStockBots mutator

Post by Dennis »

Buggie wrote: Sun Sep 25, 2022 1:43 pm 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.
If you break backwards compatibility then you should inform that in first post and include into download package info? Remember that the v469x updates are ment as fixes and beeing compatible backwards so you break that for them by adding mutator that only works with new patches. This is most likely a thing we (us old timers on old patches) needs to take into account for the future. But this is most likely too late for this mutator as it by now surely has been mirrored on download libraries hosted by people who do not care about the future of the game.
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Buggie
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Re: SmartStockBots mutator

Post by Buggie »

I not break compatibility. I not test v436 and v451. What here happens is not my business. If you enough insane for run server on such version, then you pretty fine with stock bots with all their flaws.
I not want waste my time for some stubborn people can save own time.

Also this mutator is completely server-side, so stop involve here "the future of the game."
In fact "the future of the game." suffer just because server admins not update their server to stable v469 and users abandon game tired by constant server crashes.
But this different story and off-topic here.
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sektor2111
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Re: SmartStockBots mutator

Post by sektor2111 »

436 (whatever 440) doesn't include issues except those described and... which now looks solved, also roaming with Translocator is not bad. Technically my devs are not that strong at display chapter so I cannot record a quality session for demonstrating how does it works. I play in multiple sessions a sort of CTF-Coret and another edit of Deck16. Perhaps next month will go in a public server after performing more other tests.
Buggie
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Re: SmartStockBots mutator

Post by Buggie »

SmartStockBots vs usual bots (video recorded on mutator v0):
Old UT Veteran
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Re: SmartStockBots mutator

Post by Old UT Veteran »

sektor2111 wrote: Sun Sep 25, 2022 2:04 pm
Buggie wrote: Sun Sep 25, 2022 1:43 pm OFC sub-classing bots not an option.
I'm afraid that these complains toward insane dodging are not part of a SUB-CLASS - indeed not a option but... better than trying harder to alter something hard-coded and result are probably 99% normal.

Edit: If I'm looking in other direction, I like dodging Bot - especially if The Boy is in my Team defending correctly what has to be defended :tongue: . They have dodging and you are supposed to have BRAIN, and then for me things are balanced.
Unfortunately, many don't understand - not that I'm calling anyone here that. For complete bot overhaul, you need a new bot, which then will break most if not all support from 3rd party gametypes and mutators. Closest we had was Ferbotz, which are great... but not updated in 2-4 years now. They also have their own issues and bugs now seems like.

Id prefer a slightly more 'cheat' bot over a bot that is nerfed to run slower, because bot can 100% calculate shortest path. Bot plays game and does what needs to do win match - players will not always do that. Player has brain and find way to exploit bots so I'm ok if bot has eyes in the back of its head :tongue:
sektor2111 wrote: Sun Sep 25, 2022 2:04 pm For me such mutator should be done years ago, it would be causing more attention and dedication for Bots... mid body Waves at Bot Haters .
Yes. If you don't find server that want to play specific map with specific nutator, game types, too bad. To me, UT has always been a big sandbox game - its not only a competitive shooter. I can do other things.
When I want to play amateur to high level games against skill players, its mostly DM online when players online as well. Then again, not too many players can handle getting their ass beaten online.
Bots have been very important to this game... not understand all the bot hate.
Buggie wrote: Sun Sep 25, 2022 1:43 pm 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.
Is not always good idea to do so. You remove and nerf combat dodge = bot can't react to rocket flying to its face. You reduce probability, and bot forgets to dodge projectiles. While leads to...
While I understand frustrations some people have with combability, it is what it is. Not first time this was discussed here and this happens in other larger communities as well. Its unfortunate but it is what it is.
On the other end, I'm glad to have Buggie and many others improving bots that in turn improve player experience.
Buggie
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Re: SmartStockBots mutator

Post by Buggie »

It is not dumb turn off. It is same limitation as for humans. After landing you need wait 350 ms or even more for dodge again. So bots too wait this time before able do they crazy jumps again in full power. All fair.

But part of code always work and can not be turned off. So it help only partially.

Also about flying bot in v436 i can only add that: mutator never ever make dodge for bot if it physics not PHYS_Walking. If bot dodge in mid-air, then bot Walking in mid-air. Which is definitely game/engine fault, not mutator.
Mutator work in hope game work as should. Apply walking physics to falling pawns it is much beyond that.

Automatically merged

Old UT Veteran wrote: Sun Sep 25, 2022 8:40 pm Then again, not too many players can handle getting their ass beaten online.
Sad, but true.
Many players take this as personal insult and often leave game. :facepalm:
Which is very dumb as for me. :wth:

With this mutator bots enough powerful for able win against two skilled players. Especially on some map, where hard to defend (like CTF-XV-Idleness).
So we can happily play together with other players and not afraid "insult" someone by win a game.

Automatically merged

v3

Some fixes + new features:
12. FarAttacks
Bot attack targets far away.
Update in first post: viewtopic.php?f=7&t=15400[hr][/hr]

Automatically merged

v4

- small improvement.

Update in first post: viewtopic.php?f=7&t=15400
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