Bjarne BZR wrote:And another thing: the bomb campers VERY seldom runs for "cover" whan the bomb is about to blow ( one in maby twenty does it ) any idea why?
I think this is for a number of reasons:
- The bomb is located in a more or less hidden spot. In the current bot version bots consider a campnode safe if a sighttrace from the campnode to the bomb fails (i.e. there is something in between). This seemed to have good results in the OpCenter map but I've removed it from the bot scripts nonetheless. Since bombradius checks are more reliable this is what future bot scripts will use only.
- There are quite some navigation difficulties in the destiller room. Bots are often not able to find a way to their desired flee node and as a result they just stand there.
- There are not enough safe bombcamp nodes. In total there is just one bombcamp node outside the explosion radius of the bomb, and this node is unreachable. Therefore bots are never able to find a safe way out. Whether they survive or not is determined by the inherited amount of luck
.
Bjarne BZR wrote:Oh, one more thing: Could I change the bots "hearing" to reduce the "stare at the floor/celing" error? Or are they already deaf in the latest release? If I should reduce it, how do I script that?
Their hearing has always been 0 (even since the snowy beta I think), still it doesn't solve all problems

