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Valve
Join Date: Nov 2006
Reputation: 77
Posts: 42
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Welcome
Since the release of our work-in-progress beta TFBots last week, we have received some really excellent feedback on them from the TF community.
So, we thought it would be useful to create a separate sub-forum for TFBot specific feedback. |
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#2 |
![]() Join Date: Sep 2009
Reputation: 108
Posts: 1,226
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Great idea! Love the bots!
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#3 |
![]() Join Date: Aug 2009
Reputation: 30
Posts: 586
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I freaking love them.
But they should move a bit more when they take the CP on Viaduct... they kind of stay frozen there on the point charging a uber motionless... until they spot my rifle and the sound that comes afterwards before falling to their deaths... So they should move a bit more after the CP.And the Engis need to learn to use the Teleporter. |
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#4 |
![]() Join Date: Apr 2009
Reputation: 907
Posts: 6,116
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Loving the bots as well. Will give some feedback after I experiment with them more.
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#5 | |
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Banned
Join Date: Nov 2009
Reputation: 298
Posts: 2,354
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Quote:
I love you. The Gman. |
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#6 |
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Banned
Join Date: Jul 2008
Reputation: 795
Posts: 6,775
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So what's the exact string of commands one would have to type in to have functioning bots?
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#7 |
![]() Join Date: Jan 2009
Reputation: 459
Posts: 2,648
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#8 |
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Banned
Join Date: Nov 2009
Reputation: 298
Posts: 2,354
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Valve
Join Date: Nov 2006
Reputation: 77
Posts: 42
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Quote:
Code:
nav_max_view_distance 6000 Also, nav files usually need a bit of hand tuning after generation. Use: Code:
nav_edit 1 Finally, recall that the bots only "understand" the King of the Hill scenario at the moment, and likely will not act very intelligently in the other scenarios. All that said, experiment and have fun! |
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#10 | |
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Banned
Join Date: Nov 2009
Reputation: 298
Posts: 2,354
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Quote:
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#11 |
![]() Join Date: Sep 2007
Reputation: 506
Posts: 3,508
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Only good things can come from this, though I must admit I suspected you were working on TF2 AI back when you posted on the TF2 Blog the first time
![]() Will do my part and mess around with the beta-bots asap. |
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#12 |
![]() Join Date: Feb 2009
Reputation: 247
Posts: 1,235
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Hi Mike Booth <3
May I just suggest a command to set Bot Difficulty. The bots as of now are pretty tough, smarter than most players to be honest. So maybe commands like this will help players get used to different types of players' skills: tf_bot_skill 1 tf_bot_skill 2 tf_bot_skill ## 1 being easy bots and higher the number, more difficult bots. Oh yea, and playing on Dustbowl and Gorge was really fun with the bots, especially since the engineers can put up a good fight (literally, 5 sentries defending that last point) |
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#13 |
![]() Join Date: Jan 2008
Reputation: 3071
Posts: 12,409
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Will there be an option to allow bots to equip hats/unlockables as an option?
tf_bot "name" "unlock" "hat" ?? |
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#14 |
![]() Join Date: Feb 2009
Reputation: 804
Posts: 2,162
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See, this is why you guys are great! Not only do you update often and listen to feedback, but you ask for it!
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#15 |
![]() Join Date: May 2009
Reputation: 427
Posts: 446
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tried to camp a bit with my demo guy, it took a while before they reacted on that, first there came a sniper but quickly a pyro took it over .
maybe send bots quicker to a camper? |
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