Author Topic: A few solutions to buggy bot aiming  (Read 8086 times)

ULTRA Random ViruS

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A few solutions to buggy bot aiming
« on: September 15, 2011, 04:37:30 pm »
Well, there's many ways for improving a bot's way to aim.

I got a few ideas, but i dont code bots, so yeah, here are some ideas:

(1) One is using L4D2's idle bot method - go straight to it, but slow down as you get to the target.


(2) Another one is an idea i made up: It requires more cvars.

[examples]
g_bot_aim_ahead - how many server frames will the bot aim ahead, you probably could get this source code from some aimbot program, i've heard they aim ahead for you.

g_bot_aim_delay - How many server frames will the bot wait till it will start going to that position (as in it records that position, but won't recognise that target until [server frames] passed.

g_bot_aim_reaction - Similar to previous one, except this is more about reaction time. If alone, the bot will take a certain amount of server frames before recording the enemy's position for g_bot_aim_delay.

g_bot_fov - Adjusts the bot's field of vision angle. (180 = can see a full 360)

g_bot_fov_out - Adjusts bot reaction time when the target has not attacked the bot for more than [g_bot_memory_time]. For example, if it was 20 server frames (one second by default, check sv_fps), it would take a whole second to realise there is a alien outside their field of vision. If g_bot_memory_time has a value, and is in action, the bot will ignore this cvar.

g_bot_memory_time - How long it will remember a target. A target within range, and within the bot's FOV, or the target attacking the bot will trigger this timer. Basically, a basilisk shouldn't be able to ambush the bot twice within the bot's memory time.

g_bot_wait - how long will a bot will wait after being left alone before returning to the paths (as in normal pbot, if the target disapears, it will just immediately walk to the closest path node, giving the target another chance to ambush. But g_bot_memory_time should also do its work =D)


(3) Another idea is to put a 'turning acceleration and brake' function.

Basically, it takes a certain number of time units to accelerate to full turning speed, and brake to change direction.


Remember, these are only ideas.

vcxzet

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Re: A few solutions to buggy bot aiming
« Reply #1 on: September 15, 2011, 07:51:28 pm »
1) go to xreal repo
2) get the ace bot code
3) adapt to tremulous

aimbot code for bot aim? aimbots work client side and bots work server side. they are a little different I guess
IMHO creating a good alien bot and a good builder bot would be hard.
wall walk, buildable placement, close range weapons, special ability specific tactics.....

traveling the map and firing at things are the easiest parts

ULTRA Random ViruS

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Re: A few solutions to buggy bot aiming
« Reply #2 on: September 16, 2011, 10:41:59 am »
well, so far i don't know about the source code from aimbots because i never had one. Also, i heared they have a 'aim ahead' system to deal with lagged servers.
aimbot code for bot aim? aimbots work client side and bots work server side. they are a little different I guess
IMHO creating a good alien bot and a good builder bot would be hard.
wall walk, buildable placement, close range weapons, special ability specific tactics.....\he map and firing at things are the easiest parts
I did say that this topic relates to bot's aim, not special ability uses. Besides, i've seen CoW's bots heal buildables, and Alien Invasion has the alien build eggs and stuff. [i've played the beta. Reminder, this is NOT Invasion mod, thats totally different.]

vcxzet

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Re: A few solutions to buggy bot aiming
« Reply #3 on: September 16, 2011, 10:49:16 am »
I think there is no lag on the server side but it would be better if you add some simulated lag.

there are bots that can do specific tasks

>good builder bot
>good

they are not good enough (for my taste)

Aelita

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Re: A few solutions to buggy bot aiming
« Reply #4 on: September 18, 2011, 02:57:58 pm »
I'd like to see a builder bot that takes the other team's tactics into account (i.e. which entrance they're using more frequently, which weapons they're using, etc)

ULTRA Random ViruS

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Re: A few solutions to buggy bot aiming
« Reply #5 on: October 04, 2011, 05:00:37 pm »
I think there is no lag on the server side but it would be better if you add some simulated lag.
Basically all i said is 'add some lag, and aiming ahead!' Thats all there is to it. Current bot aiming system is nothing but a turret's without the minimum pitch.