Difference between revisions of "Bots/it"
Ravecrib9t4 (talk | contribs) |
Ravecrib9t4 (talk | contribs) (wups, didnt see that coming) |
||
Line 638: | Line 638: | ||
<references/> | <references/> | ||
− | [[Category:Customization]] | + | [[Category:Customization/it]] |
[[Category:Gameplay/it]] | [[Category:Gameplay/it]] |
Revision as of 12:24, 30 January 2012
“ | I soldati umani ti possono giudicare, ma possono farlo questi automi senz'anima? CERTO. Non sono ciechi. Ma Sono muti, quindi la tua incompetenza la porteranno con sè nella tomba
— Aggiornamento Mac strillo
|
” |
Ci sono due tipi di bots in Team Fortress 2: AI bots e Puppet bots. AI bots sono programmati con sofisticati processi di intelligenza artificiale volto ad emulare le azioni di un giocatore umano in partita, possono inoltre essere usati senza i cheats. Puppet bots non hanno programmazione di AI, ma sono utili a fini di test ed allenamento. Puppet bots sono utilizzabili previa attivazione di cheats, che disabilitano anche gli achievements.
Indice
AI bots
AI bots sono programmati per emulare il comportamento dei giocatori umani e non possono essere controllati direttamente. Inoltre le loro classi sono decise a caso. Usano un codice di AI basato sul PlayerBot e la Infected AI incluse nella serie Left 4 Dead .[1] Gli AI bots non necessitano di un server con i cheats attivi e quindi è possibile ottenere ogni achievemente mentre si gioca con loro con una eccezione:I Bots non vedono la Deathcam quando vengono uccisi; di conseguenza non si possono ottenere gli achievement collegati agli insulti in Deathcam.
gli AI bots possono essere indirettamente controllato in questo modo:
- Durante il tempo di setup ogni bot amico o nemico che viene evidenziato con il proprio puntatore eseguirà un'insulto.
- Un bot Medico curerà il giocatore se viene utilizzato il comando vocale "Medic!".
- Se un bot medico sta curando ed ha una carica Über pronta, attiverà la sua carica Über usando i comandi vocali "Go go go!" o "Activate Charge!".
Stato attuale della AI dei bot
L'AI dei bot è attualmente in beta testing e diverrano più sofisticati nei prossimi aggiormanenti. Attualmente, tutte le classi sono utilizzabili e giocabili dalla Patch senza Cappelli, inclusa la Spia, un tempo piena di bug. Gli AI bots funzionano correttamente solo per quasi tutte le mappe ufficiali King of the Hill, alcune mappe Payload, alcune Attacca/Difendi (Dustbowl e Gorge), mappe Cattura la bandiera, ed in Mann Manor (nelle ultime due tipologie, i bots possono essere attivati solo con il comando da console tf_bot_add). E' possibile usare gli AI bots nelle mappe non supportate ufficialmente seguendo alcuni passaggi, ma non emuleranno al meglio i giocatori umani.
Nota: Un pacchetto di bots già pronti è stato preparato per tante mappe popolari.
Nomi degli AI bot
Gli AI bots sono programmati per avere nomi differenti, alcune volte riferendosi ad altri progetti della Valve se non alla stessa disciplina della programmazione su computer. Alcuni fanno riferimento allo stesso gioco in sè. Alcuni di questi nomi sono stati richiesti espressamente nei forum della community Steam.
Utilizzo dei bot in mappe non supportate
- Digitare "sv_cheats 1" nella console
- Digitare "nav_generate" nella console
- Attendere mentre il gioco genera i sentieri da seguire per la AI
- La mappa si ricaricherà
- Aprire la console e digitare "tf_bot_add <number>" per aggiungere i bot
- Digitare "sv_cheats 0" (opzionale, ma se non viene fatto, gli achievement saranno disabilitati).
I Bot saranno quindi usabili in ogni mappa in cui questo processo viene eseguito senza dover ripetere i passaggi precedenti ad eccezione di"tf_bot_add <number>" ogni volta che si vuole aggiungere un bot nel gioco.
Mappe con il supporto ufficiale per i bot
- Dustbowl
- Mann Manor
- Badlands (KOTH)
- Lakeside
- Nucleus (KOTH)
- Sawmill (KOTH)
- Viaduct
- Badwater Basin
- Gold Rush
- Hoodoo
- Thunder Mountain
- Upward
- Gorge
- Barnblitz
Comportamento della AI dei bot
- I Bots possono solo usare il set up standard (nessua arma sbloccabile, cappllo o oggetto vario).
- I Bots raramente useranno un'arma diversa da quella primaria alla difficoltà Facile.
- I Bots attualmente non possono eseguire salti speciali come i rocket jumps o difendere le proprie costruzioni.
- Se un bot uccide un giocatore, casualmente potrebbe eseguire un'insulto anche se sotto il fuoco nemico.
- Le Spie bot (e giocatori) sono correttamente ignorati dagli altri bot se sono cammuffati. Comunque, se vengono toccati, se sparano, si nascondono, distruggono una costruzione, tutti gli altri bot che vedono l'azione dichiarerano subito la presenza della spia e non saranno scordati finchè la Spia non cambierà cammuffamento od il bot che ha visto la Spia non muore.
- I bot Pyro useranno il compression blast contro i proiettili ed in nemici con una frequenza elevata se si usa una difficoltà maggiore di FACILE.
- I bot Medici cerceranno di curare le altre classi prima dei Cecchini (ed in misura minore gli Ingegneri) anche se il comando vocale "Medic!" viene usato.
- I bot Spia e Cecchino non appaiono in difficoltà FACILE: appaiono solo a difficoltà NORMALE o superiore.
- Se un bot Spia nemico in difficoltà ESPERTO ti vede diventare invisibile, ti inseguirà ovunque anche se non ci sono elementi visibili con cui riconoscerti rispetto alla mappa.
- I Bot non attaccano durante il tempo di setup a meno che non vengono attaccati per prima (ad eccezione dei bot Demoman che piantano le stickybombs).
- I bot Ingegneri potrebbero costruire una Torretta in un posto strano, distruggerla, cercare del Metallo e poi ripetere lo stesso processo.
Bugs
- Se i bot usano i comandi vocali (come "Spy!" e "Move Up!"), non appariranno sullo schermo le versioni testuali.
- I bot Ingegneri possono camminare in mezzo alle loro costruzioni.
- I bot possono muoversi mentre eseguono un'insulto.
AI bot commands
To use AI bots on supported maps, the server administrator should type the following commands into the console:[2]
Command | Description |
---|---|
tf_bot_add | This command will create one or more AI bots of random classes on random teams. They will also be assigned amusing human-like names.
|
tf_bot_difficulty | Defines the skill of bots joining the game.
|
tf_bot_force_class | If set to a class name, all TFBots will respawn as that class.
|
tf_bot_join_after_player | If nonzero, bots wait until a player joins before entering the game.
|
tf_bot_keep_class_after_death | If zero, bots will always respawn as a different class.
|
tf_bot_kick |
This command will remove one or all AI bots.
|
tf_bot_prefix_name_with_difficulty | If nonzero, append the skill level of the bot to the bot's name
|
tf_bot_quota | Determines the total number of TFBots in the game. Only has effect if "tf_bot_quota_mode" = "fill" or "match".
|
tf_bot_quota_mode | Determines the type of quota.
|
tf_bot_taunt_victim_chance | Determines how often a Bot will taunt a human victim.
|
tf_bot_melee_only | Determines whether a bot should only use Melee weapons or not.
|
Puppet bots
I Puppet bots have no AI code and cannot move or act on their own. These bots can be used like puppets though, players can manipulate them to follow the player's commands such as following the player around and firing their weapons. Puppet bots are mainly used for testing purposes and can also create stunning visuals if manipulated accordingly, as seen here.
Puppet bot commands
Not all of the following commands work; some working commands are also omitted.
Note: entering the command without any values will display the command's current setting and a brief description.
Command | Description |
---|---|
bot | This command will create a bot on the given team with the specified class and name. If team or name is omitted, they will be assigned randomly.
|
bot_changeclass | Force all bots to change to the specified class.
Does not seem to be implemented, nothing happens. |
bot_changeteams |
Make all bots change teams. This forces all the bots to switch teams. If a bot was on the RED team then it will now be on the BLU team and vice versa. |
bot_command | Sends specified command on behalf of specified bot.
|
bot_defend | Set to a team number, and that team will all keep their combat shields raised.
For instance, Heavies will spin their miniguns. Not implemented at present. |
bot_dontmove | Bots are allowed or prevented from moving. When set to 1 the bots cannot move but they can still turn and jump. Note with a combination of this command and bot_mimic bots can be moved to certain areas and left there.
|
bot_flipout | When on, this command will make the bots fire the current weapon selected. Default is to use primary_fire , but if bot_forceattack2 is set to 1 then secondary fire is used. Not implemented at present.
|
bot_forceattack | This will make all the bots automatically fire whatever weapon they currently have selected. If bot_forceattack2 is set to 0, then the bots will execute primary_fire. If bot_forceattack2 is set to 1, then the bots will execute secondary_fire.
Note this does nothing if
|
bot_forceattack2 | This will make all the bots execute secondary_fire on whatever weapon they currently have selected when bot_forceattack is set to 1.
|
bot_forceattackon | When firing, do not tap fire, hold it down. When this command is set to 0, the bot acts like it is continuously tapping the fire button (useful for the Pistol, but not for the Heavy's Minigun). If this command is set to 1, the bots acts as if it is holding down the fire button (useful for the Heavy's Minigun).
|
bot_forceattack_down | When firing, don't tap fire, hold it down. If this is set to 0 then the bot will act like they are continuously tapping the fire button (useful for the Stickybomb Launcher). If this is set to 1 then the bot will act as if it is holding down the fire button (useful for the Minigun).
|
bot_forcefireweapon | Forces all bots who have the specified weapon to switch to and fire it.
If a bot does not have this weapon, nothing happens to it (unless it is firing a different weapon, in which it stops)
|
bot_kill |
Kills the specified bot.
|
bot_mimic | Bot uses usercmd of player by index.
The bot will execute all keystrokes issued by a player, mimicking movements, turns, jumps, fire, etc. It should be noted that bots will not mimic Medic calls, weapon switches, or taunts. Note this overrides
|
bot_mimic_inverse |
Inverts the movement of the bots; moving left makes the bots move right, moving forwards makes the bots move backwards, etc. The direction which the bot is looking is not affected.
|
bot_mimic_yaw_offset |
Offsets the bots' yaw. The bots will face in a direction this angle from the player. By default this is set to 180 so that all bots will face the player. Setting this to 0 will face the bots in the same direction as the player.
|
bot_randomnames |
|
bot_refill | Refills all bots' Ammo counts, including Metal for Engineers.
Syntax: |
bot_saveme | This makes all the bots call for a Medic, equivalent to issuing bot_command <botname> "voicemenu 0 0" to every bot.
Syntax:
|
bot_selectweaponslot | This makes the first bot select weapon in specified weapon slot.
0 = primary; 1 = secondary; 2 = melee; 3 = special Note this only works for the first bot spawned. There doesn't seem to be a way to specify other bots.
|
bot_teleport | Teleports a specified bot to a given coordinate.
Map coordinates of where you are standing can be found by typing
|
bot_whack | Delivers lethal damage from player to specified bot. This basically kills the bot with the currently selected weapon, probably used for testing during development.
|
Update history
- Added work-in-progress Bots for beta testing in KOTH maps.
- Various improvements to combat behaviors.
- In KOTH mode, Bots are now:
- More likely to roam around and hunt enemies if there is lots of time left.
- Become more likely to push for the point as time runs down, or their teammates start to capture it.
- Medic bots now:
- Opportunistically "overheal" nearby friends when they can.
- Prioritize healing of injured nearby friends more.
- Don't focus on Heavies quite so exclusively.
- Don't spam their Medi Gun continuously at round start.
- Won't choose cover far below their heal target so much (koth_nucleus).
- Fight back with their Syringe Gun appropriately.
- General bot improvements:
- They no longer stand still on the point when capturing or defending it.
- They choose more varied routes now.
- They choose better defensive spots around captured points.
- They fall back to another weapon when they entirely run out of ammo.
- They adjust their FOV when using zoomed in Sniper scope.
- They treat in-range Sentry Guns as the most dangerous threat.
- They fire their weapons is more realistic bursts.
- Engineers use their Shotgun properly.
- Added a "virtual mousepad" concept to rework how bots track enemy players.
- They now periodically estimate the position and velocity of the enemy they are tracking, instead of "locking on".
- Addresses the "180 spin around and fire", "Heavy bot is OP", "Sniper bot is OP", and "I can't fight a Heavy bot as a Scout" issues.
- Tuned Sniper spot finding algorithm to generate more diverse locations, partially .addressing the "Predictable Sniper camping spots" issue.
- Soldier bots are more careful to not fire rockets that will explode on nearby geometry and kill them.
- Fixed a bug where bots tried to heal from a Dispenser being carried by an Engineer.
- Tuned scoreboard logic to guard against malicious server operators spoofing bot pings to hide the "BOT" tag.
- Added more bot names as suggested by the TF community.
- Bots don't retreat to gather health as readily if they are in combat.
- Bots no longer retreat when moving to block a point capture.
- Bots should now equip an appropriate combat weapon and fight while moving to collect health.
- Bots who are roaming the map and hunting now chase down their victims, following them around corners.
- Bots that fire projectiles (ie: rockets/grenades/etc) don't hold down their fire button for a minimum time. This was causing Soldier bots to fire rockets into nearby walls as they strafed, killing themselves.
- Soldier bots now switch to their Shotgun after firing all four rockets when engaging an enemy.
- Added a few more bot names from community suggestions.
- Fixed a behavior loop with Engineer metal gathering.
June 10, 2010 Patch (Mac Update)
- Added Offline Practice mode, with support for KOTH maps and Dustbowl.
- [Non documentato] Looking at a bot player for a few seconds now causes it to taunt.
- Fixed a case where servers could get stuck in an infinite loop while spawning bots.
- Fixed a level change crash related to Bot navigation meshes.
- Fixed server crash related to bots and health kits.
- Medic bots now respond when nearby humans call for Medic.
- If a Medic bot is healing you and has an ÜberCharge ready, using the voice commands "Go go go!" or "Activate Charge!" will force the Bot to activate the ÜberCharge.
- Improved performance of bot computations that are done when a point is captured, a round starts, or a checkpoint reached.
- Fixed Engineer bots infinite build-destroy behavior loop regression.
- Fixed Medic bots losing their charge if they touch a resupply cabinet.
- Fixed a crash due to having multiple types of bot systems running in-game simultaneously.
- Fixed bot behavior issue resulting in bot pile-ups near level 3 Teleporter entrances.
- Bots no longer consider sapped Sentry Guns a dangerous threat.
- Bots will not try to navigate through enemy spawn rooms (unless they have won the round).
- Engineer bots will avoid building Teleporters on steep slopes which could hinder teammate movement.
- Added tf_bot_pyro_always_reflect cvar. Set to 1 to make Pyro bots always reflect projectiles, regardless of difficulty level.
April 14, 2011 Patch (Hatless Update)
- Added Spy TFBots. Spy bots have basic cloaking, diguising, sapping, and backstabbing behaviors now, and are ready to join the fight
- TFBots understand the basics of the Payload scenario now, and will push the cart on offense, and try to stop the cart on defense
- Added navigation meshes for pl_goldrush, pl_badwater, pl_upward, pl_thundermountain, and pl_hoodoo_final
- Improved TFBot reactions to cloaked and/or disguised enemy Spies
- Improved Demoman bot behaviors for planting sticky bomb traps
- Demoman bots will now try to move to a safe spot and lob stickybombs onto enemy sentry nests to destroy them
- Soldier bots switch to their Shotgun after emptying their Rocket Launcher at close/medium range
- TFBots will no longer hide from sapped or carried sentryguns
- Engineer bots are better at moving their Sentry Gun nest as the scenario changes
- Improved Sniper bot algorithm for finding good sniping spots for both Capture Point and Payload scenarios
- Sniper bots will take opportunistic shots at targets while they move to their desired sniping spot
- Fixed bug where Sniper bots would sometimes stand around in their spawn room doing nothing.
- Improved TFBot ability to find a safe vantage spot to attack enemy Sentry Guns
- TFBots will no longer try to use a teleporter entrance they can't actually reach
- Added
tf_bot_melee_only
cvar. If set to 1, all TFBots will be restricted to only using their melee weapon
- Fixed a server crash that could occur if TFBots were used across map changes
May 5, 2011 Patch (Replay Update)
- [Non documentato] Bots now properly target the Horseless Headless Horsemann as an enemy.
- [Non documentato] Bots now work on CTF maps.
- Fixed a rare crash bug with the Demoman TFBot laying stickybomb traps
- Fixed crash with Demoman* bots trying to detonate stickybombs that had already been destroyed
- Added tf_bot_kill console command (syntax identical to tf_bot_kick)
- Bots obey melee only mode a bit better
- Added func_nav_avoid to allow map creators control over where bots "like" to go
- Fixed issue with Demoman bot reloading between each stickybomb he fired, causing him to be very slow at setting traps/destroying sentries
- Bots never taunt if carrying the flag now
- Aiming logic for Huntsman sniper bots
- Sniper bots prioritize enemy snipers more aggressively, as well as enemy engineers now
- Improved Demoman bot sentry gun sticky bombing
- Bots will no longer try to use health entities assigned to the enemy team
- Added simplistic behaviors for Chargin' Targe, and various consumables (Bonk drink, sandvich, etc)
- Medic* bots stay a bit closer to their patient now
- Sniper* bots go after very nearby enemies with their melee weapon now
- Added func_tfbot_hint entity to allow map creators to tell sniper bots good places to lurk
- Sniper* bots opportunistically fire on viable targets they encounter while on the way to their desired lurking spot
- Spy* bots are more aggressive about backstabbing an engineer before sapping his nest now
- Fixed a server crash related to bots
October 13, 2011 Patch (Manniversary Update & Sale)
- TFBots have a percentage chance of noticing weapon fire based on their difficulty level. Easy bots are fairly oblivious, and Expert bots notice pretty much everything.
- TFBots now treat certain weapon attacks as "quiet" (Spy knife, cloaking/uncloaking, some melee weapons, fists, etc). "Quiet" weapons can only be heard by TFBots when nearby, and their chance of being noticed is halved if the environment is "noisy" (ie., lots of non-quiet gunfire going on in the area). This greatly improves Spies ability to backstab TFBots without the entire team immediately turning on them.
- Spy bot improvements:
- Spy bots are much better about circling around and backstabbing their victims now
- Improved Spy bot target selection in some situations (ie: clusters of sentries and enemy players)
- Spy bots will give up on an attack and retreat if an enemy sentry gun aims at them
- Spy bots now avoid nearby enemies while disguised and/or cloaked so they don't bump into them and give themselves away
- Spy bots now have a simple notion of when their “cover is blown" now
- Spy bots lead their target's position as they chase them down for a backstab now
- Spy bots don't go after victims until setup time has elapsed
- Hard and Expert Spy bots avoid looking at their prey until they get close and go for the stab
- Easy Spy bots don't avoid enemies, or try to get behind before stabbing
- Normal Spy bots don't avoid enemies
- Fixed bug where Spy bots would jump against the enemy spawn gates during setup time
- Medic bot improvements:
- Medic bots stick much closer to running patients now
- Medic bots stick much closer to their patient if they have an Ubercharge ready, or are deploying their Uber
- Medic bots hide from Sentryguns now, too
- Pyro bot improvements:
- Pyro bots are less "pushy" with their compression blast, but will use it against Ubers and to get enemies off of a capture point
- [Non documentato] Added new bot names.