New bot features?

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_Snake_
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New bot features?

Post by _Snake_ »

Hey jv_map, do you think that you can tell us some of the new bot features that are going to be coming in 1.5 and 2? I want to put them into my map but I would rather wait for something better then doing it over and over :)


PS. Please check the "Request new bot features" thread :)
:D
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Post by jv_map »

I'll post a full list of new functions a bit later. I have a changes log at my other computer ;)
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Post by jv_map »

Here you are:
- Changed Freebrief URL to http://www.planetmedal.com/freebrief/ in all files.
- Added move interrupt code (beta)
- Modified and added some bot names
- Improved timelimit code (beta)
- Fixed zero farplane vision distance bug
- Added ability to disable bot respawning using level.jvbot_respawning
- Added sneakshots (beta)
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Post by jv_map »

Here's a more extensive list:

====================
Major improvements
====================

- Supports non-respawning bots (defaults to level.dmrespawning variable)
- Number of bots now is controllable by jvbot_forcenumalliesbots and jvbot_forcenumaxisbots cvars
- All spawners wait until there is at least one player in the game
- Timelimit doesn't run out if a bomb is set
- By default the number of bots will be decreased when new players join
- Added a terminate round vote if all players are dead
- Better distribution of bots over spawnpoints
- Faster reactions
- Bots now respond to pain
- Made sure there is at least one attacking and one defending bot
- Bots now operate in large squads
- Camping bots run away if a bomb is going to blow (not very successful mostly)
- Improved mg-42 targeting
- Removed bot messages for 'preparing for deployment' and 'entered the battle'
- Team kill messages are now in yellow
- Added special_ladder2.scr for smoother ladder descending (requires changes in map)

====================
Full change log
====================

--- revision 4 ---
- Fixed minor shutdown issue in lib_bomb.scr
- Fixed minor issues causing a load of warnings in both spawners
- Added a delay before terminate round voting comes up
- Used timing instead of waittill animdone event in special_ladder.scr, like special_ladder2.scr does

--- revision 3 ---
- cleaned-up all files
- level.jvbot_skill and level.jvbot_showavatar can now be set in the map script
- decreased 'splash screen' frequency
- desynced bomb and task handlers to smooth out their performance hit over multiple frames
- bomb controllers now use a more direct and stable way to retrieve attacking / defending bots
- removed void subtask kicks again
- improved flee code for critical bombs
- console status command improved for verbose mode
- console addbot command now overrules level.jvbot_g_allowspawn variable
- mg_control thread now warns if gun range exceeds farplane distance
- added some bot names
- weapon priority modifications:
+ increased garand priority
+ decreased thompson priority
+ increased mauser (non-sniper) priority
+ decreased mp40 priority
+ decreased stg44 priority
- removed firedelay weapon info again
- new getspawnposition thread in spawnhandler_default.scr prevents multiple bot spawns at one spawn position within 2 seconds if not necessary
- splitted new ladder thread in special_ladder (old) and special_ladder2 (new)
- improved mg42 evaluate thread to not drop priority when using gun

--- revision 2 ---
- Changed version number to 1.1 in all /jv_bots files
- test version attack.scr
- Added level.team_bombs_planted variable for both teams and level.bombs_planted in general.
- Made bomb pulse model notsolid
- Bots can't plant bombs if the round hasn't started
- level.jvbot_homedir can now be changed by cvar jvbot_homedir
- added lib_game library
- moved kick all bots code from lib_console to main script
- level.jvbot_respawning now defaults to level.dmrespawning
- adddefaultlib now casts to cvars
- added 'evaluate' procedure for all tasks
- improved all move threads
- fixed a bug in lib_bomb that causes planter to drop task
- number of escorting bots now is unlimited
- now only does an ignoredefuse if the bomb is critical
- removed ingoreplant subtask
- modified priority formulas for all tasks
- camping bots run away if a bomb is going to blow
- escorting bots now run to enemy of planter / defuser
- increased amount of information that can be retrieved from verbose status console command
- removed bot messages for 'preparing for deployment' and 'entered the battle'
- targeting thread in lib_machinegun can now be called externally (doesn't require a gunner)
- added canshoot function in lib_machinegun for task evaluation
- capped spotter / gunner panic attack to the machinegun's range
- actor targeting now is performed based on the target's head
- added a couple of bot names
- all spawners wait until there is at least one player in the game
- bot spawning is performed much faster
- team kill messages are now in yellow
- improved sneakshots
- task_attackbomb and task_defendbomb now kick bots back to idle if no valid subtask is defined within three loops
- bots can now abort planting and defusing if under fire
- campers respond to pain
- added special_ladder2.scr for smoother ladder descending.
- added spawner_dynamic.scr
- added anim/pain.scr
- renamed handler_default.scr to taskhandler_default.scr
- removed lib_timelimit.scr (now handled by lib_game.scr)

--- revision 1 ---
- Changed Freebrief URL to http://www.planetmedal.com/freebrief/ in all files.
- Added move interrupt code (beta)
- Modified and added some bot names
- Improved timelimit code
- Fixed zero farplane vision distance bug
- Ability to disable bot respawning using level.jvbot_respawning
- Added sneakshots (beta)

This new stuff is going public very soon! 8)
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small_sumo
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Post by small_sumo »

Caaaw
Des16
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Post by Des16 »

Wow, can't wait. And is that only for version 1.1 or 1.1 & 2 combined?
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Post by jv_map »

Only 1.1 :)
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tltrude
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Post by tltrude »

- By default the number of bots will be decreased when new players join


Can you set it to increase?
Tom Trude,

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jv_map
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Post by jv_map »

No, but you can set it to stay equal. Keep the performance hit of an increasing number of players and bots in mind ;).
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tltrude
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I see

Post by tltrude »

I see what you mean, but gameplay will get easier with less enemy bots to kill and more players to kill them.
Tom Trude,

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Post by jv_map »

Well in your coop map yes, but in a regular game some players will join the allies, others axis. The bots can be used to balance teams if necessary 8)
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small_sumo
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Post by small_sumo »

How many bots can be added by console, as many as server is set to?
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Post by jv_map »

As many as your computer can handle :)
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