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Old 12-21-2009, 03:53 PM   Click here to go to the next staff post in this thread.   #1
MikeBooth
 
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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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Old 12-21-2009, 03:55 PM   #2
camman1995
 
 
 
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Quote:
Originally Posted by MikeBooth View Post
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.
Great idea! Love the bots!
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Old 12-21-2009, 04:00 PM   #3
Haklen
 
 
 
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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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Old 12-21-2009, 04:00 PM   #4
Ciaos
 
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Loving the bots as well. Will give some feedback after I experiment with them more.
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Old 12-21-2009, 04:14 PM   #5
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Quote:
Originally Posted by MikeBooth View Post
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.
Dear Mike,
I love you.
The Gman.
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Old 12-21-2009, 04:48 PM   #6
Ragorism
 
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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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Old 12-21-2009, 04:50 PM   #7
UnrealCanine
 
 
 
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Originally Posted by Ragorism View Post
So what's the exact string of commands one would have to type in to have functioning bots?
On KOTH maps, tf_bot_add x adds x random bots

Other maps need nav_generate first, and will require a few minutes and the map to reload
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Old 12-21-2009, 04:53 PM   #8
GmanFreeman
 
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Quote:
Originally Posted by Ragorism View Post
So what's the exact string of commands one would have to type in to have functioning bots?
For specific bots, type tf_bot_add <class>
tf_bot_add scout
tf_bot_add soldier
tf_bot_add pyro
etc, you get the point.
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Old 12-21-2009, 04:56 PM   This is the last staff post in this thread.   #9
MikeBooth
 
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Quote:
Originally Posted by UnrealCanine View Post
On KOTH maps, tf_bot_add x adds x random bots

Other maps need nav_generate first, and will require a few minutes and the map to reload
If you are going to generate your own nav files, make sure you set this cvar first:
Code:
nav_max_view_distance 6000
Otherwise some valuable data will be missing from the nav file. We'll try to make sure that gets changed to the default behavior in future updates so you don't have to do that. But for now, you do.

Also, nav files usually need a bit of hand tuning after generation. Use:

Code:
nav_edit 1
to enable nav mesh editing.

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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Old 12-21-2009, 05:05 PM   #10
GmanFreeman
 
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Quote:
Originally Posted by MikeBooth View Post
If you are going to generate your own nav files, make sure you set this cvar first:
Code:
nav_max_view_distance 6000
Otherwise some valuable data will be missing from the nav file. We'll try to make sure that gets changed to the default behavior in future updates so you don't have to do that. But for now, you do.

Also, nav files usually need a bit of hand tuning after generation. Use:

Code:
nav_edit 1
to enable nav mesh editing.

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!
I seriously want you to know I love you.
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Old 12-21-2009, 05:42 PM   #11
Inspector Jones
 
 
 
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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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Old 12-21-2009, 05:51 PM   #12
redBadger
 
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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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Old 12-21-2009, 05:52 PM   #13
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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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Old 12-21-2009, 05:57 PM   #14
abcxyq
 
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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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Old 12-21-2009, 06:05 PM   #15
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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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