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#21
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They would follow most orders, but they didn't use many tactics, if any at all, and all just walked in a straight line to objectives like lemmings, making them very predictable. They never ran, they just walked.... they rarely used iron sights and just hip shot the entire time, they couldn't use MG's, grenades or anti-tank rifles/Panzerfausts very well, if at all. If they saw an enemy, they didn't care who else was in front the of them & just unloaded their weapons in that direction, killing friend and foe, bot or human. They could use the vehicles pretty well, but again, they didn't care who was in their way and just rolled over anything in their path, friend or foe. Their accuracy was kind of similar to what's currently in RO2 depending on their difficulty setting however. If you were in a tank and trying to target the enemy, usually a bot would hope into your tank and start to drive off to some random location, screwing up your aiming ability and usually leaving you as an easy kill. You could order them to get out of the tank, and they would, but then a few seconds later, they'd hop back in and drive off again. Quote:
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Last edited by Cpt-Praxius; 07-12-2012 at 08:40 PM. |
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#22
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the best part of those bots was their crazy accuracy with the mgs in hedgehog/farm, drive around in a halftrak and watch a bot gunner get crazy kills
![]() on improving the bot ai, I've thought about this and the main improvements would be --> a "field of vision" that it can try to identify shootable targets in, so I don't get the ai slinging headshots over its shoulder to me at the top of the grain elevator --> a cone of fire, at least so that it can 'miss' me at 3m (before the inevitable shuffle-shuffle-stab ), but the shot doesn't go 45 degrees out of the barrel as a result :\--> a decent movement system, so they do something when shot at besides running back and forth. Even if it's just using the sprint every now and then, or hitting the deck in an attempt to avoid bullets so they appear to actually react to the environment rather than droning on toward the point |
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#23
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#24
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I think they always had problems with grenades.... if my memory is correct, right around one of the very first releases of the UT2k4 mod, they did use grenades, but too many people complained that they were killing everybody around them, so they then patched them so that they never had them in their inventory.
It's pretty difficult to properly code a bot to throw grenades accurately, rather than a straight lined sight of aim.... ie: someone is in the window above you, so you need to aim upwards and slightly above the target for distance..... I know the bots/ai in other games can use grenades, though how they use them is the question.
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#25
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I gave up on that mutator, but still should bots be able to throw nades, because it would make them a bit more realistic.
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#26
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Last edited by Major_Day; 07-13-2012 at 09:30 AM. |
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#27
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For example, when they usually take cover behind a wall and shoot, they could blind-fire grenades down the hallway or over sandbags..... still could end up ticking some real players off when a bot tosses a grenade as they run down a hall, only to have it roll by their feet and kill them.... but TW seemed to have fixed the issue of them shooting at enemies while you are in their line of fire, so perhaps something similar could be done.
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#28
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Gernot Hassknecht - 1 Jahr Schwarz-Gelb - YouTube Don't know how often the single Bot in my team killed me by driving me away... btt: Bots using nades (and maybe smoke) properly would be awesome, but if that goes wrong it would be plain horrible :-P Quote:
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