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Grrrrrr.....Need better bot support


Vsync

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Hi I'm Luna, I made the infamous Jake bot and took great pride in the lines and lines of random chatter that Jake could spew while he valiantly swung his saber at the other players... and the floor.. and the air.. but anyway...

 

Wow did they screw up bots or what?

 

Dear god I'm so glad that someone has mentioned the godawful bot pathing. Also note that while you can give bots double and staff sabers they use them quite poorly even when you use a super fast reaction bot (which with single in JKO would at least give an average challenge to a good duelist.). They also seem to run away from the player, usually while leaping backwards.

 

Also bots apparently won't say more than one line per section. (I would like additional confirmation of this, I run my bots with excessive chat options but even one of my relatively silent bots says only a few things.)

 

I wish we had been given a lot more options for our bots, tweaking reaction time gave a challenge in JKO but with the kata heavy combat of JKA I would appreciate more bot capabilities and options.

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Originally posted by razorace

I beleive the current problem is three fold:

 

1. The bot jumping/falling behavior is messed up. Whenever they're ordered to jump or fall to a waypoint, they will attempt to move in the direction of their target while jumping/falling. This means that the bots suicide a LOT. I will try to fix this when the SDK comes out.

 

2. The elevator behavior for the default maps is terrible. Bots/players have trouble going down them. I will also try to fix this when the SDK comes out.

 

3. Someone screwed up the botrouting. Some of the maps has funky @$$ botrouting.

 

 

1. Bots do exactly what they are instructed to do. It is easy to improve the ones in JA. To get bots to navigate a whole map takes practice at routing. A quality route is not as simple as slapping down some waypoints with addflagged arguments.

 

2. If you route correctly bots will take elevators with no problems.

 

3. The bot routing in JA is poor because there are not enough waypoints in the maps route files and the ones that are there are poorly placed.

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i was wondering, you know on some maps how a rancor spawns? what if we could make maps where single player npcs spawn, once they're dead there could be a way for them to respawn again. ofcourse the stormtroopers and the like would be useless unless you added singleplayer npc routes, but having dueling mulitple dark jedi with friends would be fun :)

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Originally posted by Darth Kaan

1. Bots do exactly what they are instructed to do. It is easy to improve the ones in JA. To get bots to navigate a whole map takes practice at routing. A quality route is not as simple as slapping down some waypoints with addflagged arguments.

I don't think you understood what I'm talking about. Place any sort of waypoint path that requires the bot to jump or fall to reach it. Then stand near that waypoint. When the bots attempt the jump/fall, they end up trying to move in your direction and often suicide (due to the nature of Star Wars maps). This should not happen. The bots should not attempt to move in your direction while attempting waypoint nagivational jumps/falls. I talked to Rich Whitehouse (the JKA MP programmer) and he stated that it's unlikely that he'll be able to fix the problem due to the QA requirements of such a change.
2. If you route correctly bots will take elevators with no problems.
Mind explaining then? Having them go up elevators is no problem. Making them go down them isn't (due to the funky elevator behavior).
3. The bot routing in JA is poor because there are not enough waypoints in the maps route files and the ones that are there are poorly placed.
Tell me something I don't know. :D
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  • 3 weeks later...

Ok, I've completed completely redoing the botrouting for two of the original maps: mp/ffa5, mp/duel3. Bots now navigate the whole map including all the elevators.

 

Bothfiles have been submitted to OJP and should be in the next OJP release.

 

I'm currently working on more maps, so more is on the way.

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  • 1 month later...

Is it possible to make bots that are extremely good? I mean jk3 uses a q3 enguine, and nightmare q3 bots certainly can beat the average q3 player. And 1v1 no force guns, its still very easy to beat a jk3 custom bot designed to have perfect accuracy. Possibly its because the routes in q3 are better made and the movement is more fast paced.

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Okay, so fixing the "jump/fall towards playing while navigating" problem won't be fixed by Raven because it's too much work...

 

and the "Bot orders" thing requires some coding (I still think that would be a worthwhile endeavor for the benefits it would provide).

 

 

We still need quality routes (the current DDS ones are excellent and I look forward to seeing more from OJP!).

 

 

While the Duel maps are fine, and Siege is really needed (but more difficult), somebody should get on those Bonus Map pack maps. On several of them bots wait by elevators (one time I had a bot wait out the entire match by an elevator and never moved, only switched weapons, getting zero kills).

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