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-   VSH / Freak Fortress (https://forums.alliedmods.net/forumdisplay.php?f=154)
-   -   [VSH/FF2] [Plugin] Bots (1.1) (https://forums.alliedmods.net/showthread.php?t=263130)

tRololo312312 05-19-2015 10:19

[VSH/FF2] [Plugin] Bots (1.1)
 
2 Attachment(s)
Hello!

Working Bots for FF2 and VSH is here.

I started making this nearly same time as MedicBot.

Video coming soon maybe...

Features:
-Bot bosses can Superjump/Teleport.
-Bots will go after enemies and will not wander randomly.
-Bots avoid going too close the boss and will run away if too close.
-Bot bosses can Rage. (I know ff2 and vsh has this feature by default but it does not work always)
-If Bot is Ubered, it will run towards the Boss/Enemy. (Bot heavies can cause over 4000dmg in one Uber)
-Bots have very good aim. (Knockback galore)
-If Bot is "Spooked" it will run away from Boss.
-Spy bots activate cloak if Boss gets too close.
-Pyro bots will shove Boss away if gets too close.


Install:

click Get Plugin on both plugins.
Install both plugins as normal plugins. (NOT SUBPLUGIN!)

Usage:

Put these into server.cfg or anything like it
Code:

sm_cvar tf_bot_pyro_deflect_tolerance 0
sm_cvar tf_bot_fire_weapon_allowed 0
sm_cvar tf_bot_pyro_shove_away_range 0

Then add bots as normal. (tf_bot_add or tf_bot_quota)


Known Issues/Bugs:
-Bots on arena rounds work "badly". (Will not fix)
-Bosses with slower speed than 340 will go 340. (Bots do not care about FF2 boss speed in config)

Changelog:
Code:

v1.1
-When Bot goes against a wall when trying to escape boss, Bot goes left.
-Made moving plugin less CPU intensive. (Uses Timer instead of RunCMD)

v1.0
-Release

Credits:
-Credits go to people who have helped on this plugin creation.

NOTE: If you are using VSH then please use hale_force_team 3

tRololo312312 05-19-2015 10:20

Re: [VSH/FF2] [Plugin] Bots (1.0)
 
Just a little bump. :3

Transit Of Venus 05-19-2015 11:06

Re: [VSH/FF2] [Plugin] Bots (1.0)
 
I will give this a test and let you know how things go :)

Research 05-19-2015 11:33

Re: [VSH/FF2] [Plugin] Bots (1.0)
 
Thanks for Release!
uh, (maybe)dumb question here:
do I need .nav file for this plugin?

tRololo312312 05-19-2015 11:44

Re: [VSH/FF2] [Plugin] Bots (1.0)
 
Quote:

Originally Posted by Research (Post 2298642)
uh, (maybe)dumb question here:
do I need .nav file for this plugin?

Yes because it uses TFbots that game already has

tRololo312312 05-19-2015 11:46

Re: [VSH/FF2] [Plugin] Bots (1.0)
 
If bots get stuck on walls that is because of bad navigation file.

bobotov 05-19-2015 15:29

Re: [VSH/FF2] [Plugin] Bots (1.0)
 
I am using vsh_2fortdesk_v8, and vsh_manncohq_v14. Bots stand still most of the time. Is this only me?

tRololo312312 05-19-2015 15:57

Re: [VSH/FF2] [Plugin] Bots (1.0)
 
Quote:

Originally Posted by bobotov (Post 2298718)
I am using vsh_2fortdesk_v8, and vsh_manncohq_v14. Bots stand still most of the time. Is this only me?

Sounds like .nav file issue. Try editing it by hand

bobotov 05-19-2015 15:59

Re: [VSH/FF2] [Plugin] Bots (1.0)
 
Quote:

Originally Posted by tRololo312312 (Post 2298728)
Sounds like .nav file issue. Try editing it by hand

How do I do that, if I may ask?

tRololo312312 05-19-2015 16:31

Re: [VSH/FF2] [Plugin] Bots (1.0)
 
Quote:

Originally Posted by bobotov (Post 2298729)
How do I do that, if I may ask?

http://steamcommunity.com/sharedfile.../?id=143779904

Little bit of googling would help.

Chdata 05-19-2015 17:57

Re: [VSH/FF2] [Plugin] Bots (1.0)
 
Is there some way to mass produce .navs for maps.

I've never bothered with bots because I have 100+ maps...

tRololo312312 05-19-2015 18:07

Re: [VSH/FF2] [Plugin] Bots (1.0)
 
Quote:

Originally Posted by Chdata (Post 2298759)
Is there some way to mass produce .navs for maps.

I've never bothered with bots because I have 100+ maps...

https://forums.alliedmods.net/showthread.php?p=2085020

Try this plugin. Dont know if it does work or not though

xXDeathreusXx 05-19-2015 20:27

Re: [VSH/FF2] [Plugin] Bots (1.0)
 
Quote:

Originally Posted by tRololo312312 (Post 2298762)
https://forums.alliedmods.net/showthread.php?p=2085020

Try this plugin. Dont know if it does work or not though

I used it a few weeks ago, it works fine, just make sure it's not a server people can join/are on, or it will cause some annoyances

Benoist3012 05-20-2015 11:15

Re: [VSH/FF2] [Plugin] Bots (1.0)
 
Quote:

Originally Posted by tRololo312312 (Post 2298623)

NOTE: If you are using VSH then please use hale_force_team 3

Well your plugin work on ff2/vsh right? so you don't need to say that, you can use the ff2 inc file and get the team of the boss and adapt plugin with the value

93SHADoW 05-20-2015 16:02

Re: [VSH/FF2] [Plugin] Bots (1.0)
 
Quote:

Originally Posted by Benoist3012 (Post 2298976)
Well your plugin work on ff2/vsh right? so you don't need to say that, you can use the ff2 inc file and get the team of the boss and adapt plugin with the value

For FF2, there's FF2_GetBossTeam()

for VSH, there's VSH_GetSaxtonHaleTeam()

Chdata 05-20-2015 16:49

Re: [VSH/FF2] [Plugin] Bots (1.0)
 
For VSH you may as well just use GetClientTeam... there are no bosses that appear on the mercenary team, much less duo/minion bosses.

tRololo312312 05-20-2015 17:17

Re: [VSH/FF2] [Plugin] Bots (1.0)
 
Just a random comment here...

Its funny to think that i dont have any education about coding or about computers at all.

All is just self education and plain interest on bots...

...and yet i got 5 (E in 'murica) as average value after ninth class.

EDIT: Apparently there is no E. (silly me :P) So i guess its D then.

xXDeathreusXx 05-21-2015 00:51

Re: [VSH/FF2] [Plugin] Bots (1.0)
 
Quote:

Originally Posted by tRololo312312 (Post 2299068)
Its funny to think that i dont have any education about coding or about computers at all.

Neither do I, but I still made alot of functional plugins(Functional at the time, broke somewhere down the road for no reason and cannot figure out why)

tRololo312312 05-21-2015 03:13

Re: [VSH/FF2] [Plugin] Bots (1.0)
 
just a quick note here...

nav_generate can leave a very unfinished nav file and can cause bots getting stuck on things easily.

You should edit them by hand after using that.

xXDeathreusXx 05-21-2015 20:27

Re: [VSH/FF2] [Plugin] Bots (1.0)
 
Quote:

Originally Posted by tRololo312312 (Post 2299195)
just a quick note here...

nav_generate can leave a very unfinished nav file and can cause bots getting stuck on things easily.

You should edit them by hand after using that.

So much effort though

tRololo312312 05-23-2015 18:39

Re: [VSH/FF2] [Plugin] Bots (1.1)
 
1.1 Update.

xXDeathreusXx 05-29-2015 18:31

Re: [VSH/FF2] [Plugin] Bots (1.1)
 
Perhaps instead of giving them velocity and overriding speed restrictions, force them to use the forward or back keys

bobotov 05-29-2015 19:39

Re: [VSH/FF2] [Plugin] Bots (1.1)
 
Why do boss bots always look up?

xXDeathreusXx 05-29-2015 19:56

Re: [VSH/FF2] [Plugin] Bots (1.1)
 
Quote:

Originally Posted by bobotov (Post 2302558)
Why do boss bots always look up?

That's the superjump logic

tRololo312312 05-30-2015 06:43

Re: [VSH/FF2] [Plugin] Bots (1.1)
 
Quote:

Originally Posted by xXDeathreusXx (Post 2302545)
Perhaps instead of giving them velocity and overriding speed restrictions, force them to use the forward or back keys

Wont matter anyways because FF2 boss speed does not affect bots.

xXDeathreusXx 05-30-2015 14:40

Re: [VSH/FF2] [Plugin] Bots (1.1)
 
Quote:

Originally Posted by tRololo312312 (Post 2302677)
Wont matter anyways because FF2 boss speed does not affect bots.

Not true, I've had both slow and fast bot bosses

DaftPan 05-31-2015 21:06

Re: [VSH/FF2] [Plugin] Bots (1.1)
 
A bug i found is that bot hales always know when you are disguised or cloaked

Wliu 05-31-2015 21:50

Re: [VSH/FF2] [Plugin] Bots (1.1)
 
Quote:

Originally Posted by DaftPan (Post 2303430)
A bug i found is that bot hales always know when you are disguised or cloaked

Isn't this an issue with TF2 itself?
From the wiki:
Quote:

Whenever a player/bot cloaks/decloaks or disguises/undisguises, the bots will 'see' players who are behind them and turn around, even if out of the bot's field of view. Note that this isn't due to any sounds made by the player (footsteps, miscellaneous weapon noises, etc.).

Spy bots are able to see and follow cloaked Spies (AI or player) should one give himself away, regardless of difficulty level.

Spy bots (and players) are properly ignored by other bots while disguised. However, upon 'touching' any enemy bot, sapping, shooting, or Cloaking, all other bots who see it happen will declare the bot/player a Spy and won't forget who they are until they change disguises while unseen or until the bot(s) who declare(s) them a Spy die(s).

If a disguised Spy bot on Expert sees enemies Cloak, he will be able to follow them while they are invisible regardless of whether their Cloak is blinking or not.

xXDeathreusXx 05-31-2015 22:18

Re: [VSH/FF2] [Plugin] Bots (1.1)
 
Quote:

Originally Posted by Wliu (Post 2303436)
Isn't this an issue with TF2 itself?
From the wiki:

The way the plugin handles the bots overrides this, they will see you regardless

My aimbot ignores cloaks, disguises and ubers, this does not

bobotov 05-31-2015 22:50

Re: [VSH/FF2] [Plugin] Bots (1.1)
 
Quote:

Originally Posted by xXDeathreusXx (Post 2303439)
The way the plugin handles the bots overrides this, they will see you regardless

My aimbot ignores cloaks, disguises and ubers, this does not

Aimbot?

tRololo312312 06-01-2015 08:47

Re: [VSH/FF2] [Plugin] Bots (1.1)
 
Quote:

Originally Posted by xXDeathreusXx (Post 2303439)
The way the plugin handles the bots overrides this, they will see you regardless

My aimbot ignores cloaks, disguises and ubers, this does not

Da fock? This DOES ignore spies. :/

PHP Code:

if(team == && class == TFClass_Medic || !IsFakeClient(i) && TF2_IsPlayerInCondition(iTFCond_Cloaked) || !IsFakeClient(i) && TF2_IsPlayerInCondition(iTFCond_Disguised) || team == && TF2_IsPlayerInCondition(iTFCond_Ubercharged) || TF2_IsPlayerInCondition(clientTFCond_Cloaked))
                continue; 


Wliu 06-01-2015 09:27

Re: [VSH/FF2] [Plugin] Bots (1.1)
 
Quote:

Originally Posted by tRololo312312 (Post 2303564)
Da fock? This DOES ignore spies. :/

PHP Code:

if(team == && class == TFClass_Medic || !IsFakeClient(i) && TF2_IsPlayerInCondition(iTFCond_Cloaked) || !IsFakeClient(i) && TF2_IsPlayerInCondition(iTFCond_Disguised) || team == && TF2_IsPlayerInCondition(iTFCond_Ubercharged) || TF2_IsPlayerInCondition(clientTFCond_Cloaked))
                continue; 


You probably want to use FF2_GetBossTeam here (or VSH's equivalent) instead of hardcoding the team.

tRololo312312 06-01-2015 15:04

Re: [VSH/FF2] [Plugin] Bots (1.1)
 
Quote:

Originally Posted by Wliu (Post 2303580)
You probably want to use FF2_GetBossTeam here (or VSH's equivalent) instead of hardcoding the team.

I could but no. I want the plugin to be able compile on forums.

EDIT: Also boss does not appear on RED team.

xXDeathreusXx 06-01-2015 20:35

Re: [VSH/FF2] [Plugin] Bots (1.1)
 
Quote:

Originally Posted by tRololo312312 (Post 2303564)
Da fock? This DOES ignore spies. :/

PHP Code:

if(team == && class == TFClass_Medic || !IsFakeClient(i) && TF2_IsPlayerInCondition(iTFCond_Cloaked) || !IsFakeClient(i) && TF2_IsPlayerInCondition(iTFCond_Disguised) || team == && TF2_IsPlayerInCondition(iTFCond_Ubercharged) || TF2_IsPlayerInCondition(clientTFCond_Cloaked))
                continue; 


Well they seem to track me pretty fucking well for ignoring me

tRololo312312 06-02-2015 18:54

Re: [VSH/FF2] [Plugin] Bots (1.1)
 
Quote:

Originally Posted by xXDeathreusXx (Post 2303780)
Well they seem to track me pretty fucking well for ignoring me

Well they move to your position but aimbot does not detect you. This is because of i dont want those annoying 1v1 long rounds where other people just wait in spectate.

Maximilian_ 12-02-2015 15:30

Re: [VSH/FF2] [Plugin] Bots (1.1)
 
Hey, Trololo

I tested your plugin, this nice, but i have some remarks:
1) Some classes (Engies, Medics, Snipers, Spies) is rushing and dies stupidly
2) Engies don't building
3) Snipers not staying at sniper points
4) Medics wasting ubercharge when boss in over9000 kilometers
5) Spies have to backstab
6) I guess, navigation like "Finding the easy way" is not effective and this looks like this, when i want backstab boss [http://www.youtube.com/watch?v=y8Kyi0WNg40] *Dead

Well, i know, need players for nice game, but this plugin need some nice fixes, i know, this hard, but please make a nice thing, thanks :3

DreadedGhoul575 04-03-2016 11:20

Re: [VSH/FF2] [Plugin] Bots (1.1)
 
How do I install? I don't know how to install sourcemod or anything on here, and I like watching bots play against each other. :)

Naydef 04-03-2016 11:37

Re: [VSH/FF2] [Plugin] Bots (1.1)
 
Quote:

Originally Posted by DreadedGhoul575 (Post 2407851)
How do I install? I don't know how to install sourcemod or anything on here, and I like watching bots play against each other. :)

Copy the plugin file to "plugins" folder. And don't ask this question in every tf2 plugin thread!

dany777 05-29-2016 10:24

Re: [VSH/FF2] [Plugin] Bots (1.1)
 
I was wondering, if you can add a command or something to make the Bots stop saying "Medic" im using this on my TF2Ware server, makes the bots look that funny, but one wont stop saying Medic and that can be a little annoying

xXDeathreusXx 05-29-2016 11:47

Re: [VSH/FF2] [Plugin] Bots (1.1)
 
Quote:

Originally Posted by dany777 (Post 2422956)
I was wondering, if you can add a command or something to make the Bots stop saying "Medic" im using this on my TF2Ware server, makes the bots look that funny, but one wont stop saying Medic and that can be a little annoying

If you want to use it for that, just go into it and find and remove "FakeClientCommand(voicemenu 0 0)", this is run on a loop with a timer that occurs every second

And honestly, I really have no idea why it's in there to begin with


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