Difference between revisions of "Talk:Bots"
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Bots apparently now will not stay in their spawn positions during setup times on Blue, can someone else confirm this and add it to the behaviour section? | Bots apparently now will not stay in their spawn positions during setup times on Blue, can someone else confirm this and add it to the behaviour section? | ||
<small>— ''The preceding unsigned comment was added by'' '''[[User:Mtemple12|Mtemple12]]''' ([[User talk:Mtemple12|talk]]) • ([[Special:Contributions/Mtemple12|contribs]]) 15:16, 16 July 2013</small> | <small>— ''The preceding unsigned comment was added by'' '''[[User:Mtemple12|Mtemple12]]''' ([[User talk:Mtemple12|talk]]) • ([[Special:Contributions/Mtemple12|contribs]]) 15:16, 16 July 2013</small> | ||
+ | :As far as I know (and I play with bots a LOT), even on unsupported maps as long as you use nav_generate they should pathfind okay. [[User:SYSREQ|SYSREQ]] ([[User talk:SYSREQ|talk]]) 10:48, 1 October 2013 (PDT) | ||
== Missing information on unavailable gamemodes == | == Missing information on unavailable gamemodes == |
Revision as of 17:48, 1 October 2013
Contents
- 1 Patches
- 2 Commands
- 3 Bot Classes
- 4 Demoman spam bug
- 5 RCbot
- 6 tf_bot_taunt_victim_chance
- 7 Can anyone else confirm this?
- 8 Movement?
- 9 bot_whack will kill with (apparently) any weapon
- 10 Sentries and Other Buildings on 2Fort?
- 11 MvM and Engineers
- 12 Bots In Arena Mode
- 13 Attacking Bots in Payload
- 14 Missing information on unavailable gamemodes
Patches
erm, I was wondering if I could create a new subject in this page that shows a chronological list of all the updates that affected the AI bots in general, if yes, how would i achieve this? i'm currently writing on a phone so i'm gonna edit this later and be more specific. Guy 22:29, 20 July 2010 (UTC)
- Good idea. You could set it up like Sandman's update bit. I'm editing on my phone too! They suck! -- Smashman... (t • s) 22:33, 20 July 2010 (UTC)
- Okay, I did just that, it should be complete now, I'll try and keep it up to date seeing as I'm one of the few who actually know about this page and update it. If anybody sees any errors or problems with my writing, would you be so kind as to let me know? I'll gladly edit it for the better.Guy
- Too long maybe just link to the patches ? nb i watch this one as the short scripts at the bottom were written by me--Markd 13:51, 21 July 2010 (UTC)
- I think instead I'll just move it to the bottom of the AI bot's section, so it's kind of out of the way, but all of it is relevant and I find it looks fine with the page. Guy 19:10, 21 July 2010 (UTC)
- Too long maybe just link to the patches ? nb i watch this one as the short scripts at the bottom were written by me--Markd 13:51, 21 July 2010 (UTC)
- Okay, I did just that, it should be complete now, I'll try and keep it up to date seeing as I'm one of the few who actually know about this page and update it. If anybody sees any errors or problems with my writing, would you be so kind as to let me know? I'll gladly edit it for the better.Guy
Commands
That is a lot of commands, which seems to get in the way rather easily. Even worse is that that isn't all of them (tf_bot_debug_insertstuffhere) for example. I was thinking of just cutting it down to the essential commands (add, remove, mimic, rename, difficulty, etc.) Should we?--Kurathedog 20:47, 6 November 2010 (UTC)
No,its for anyone to know how to use any command,so we should put every command--Nagoffyvongola21 12:16, 7 November 2010 (UTC)
- We could make the tables collapsible --Firestorm 03:21, 7 November 2010 (UTC)
- At present the list both includes commands that aren't implemented in the current TF2 version (1.1.9.2) (
bot_flipout
,bot_defend
) and omits some other commands that are (eg.bot_drop
andbot_jump
). Pathetic One 22:24, 8 January 2012 (PST)
Bot Classes
I'm wondering if I could make individual paragraphs for each class of bots, one for scout, pyro, soldier, demoman, heavy etc etc, because they all have different behaviour that we could highlight, either towards the player or eachother and I would like to write about each of them seperately instead of clustering individual bot behaviour in the main paragraph. Guy
- I like this idea. Especially considering I've noticed that if you use tf_bot_force_class Medic, the enemy Medics will never leave the spawn point, whereas friendly Medics will follow the player (using only the Medigun, and Ubercharging the moment the player takes damage).Suzaku 15:11, 3 August 2011 (PDT)
- Another class-specific quirk: under
bot_mimic
the Heavy can jump while spun up. Pathetic One 22:14, 8 January 2012 (PST)
- Another class-specific quirk: under
Demoman spam bug
As of the April14 update, Demoman bots will shift into play to combat enemy Sentry Guns. However, they seldom switch back to another class whether or not they destroy it, leaving a team full of Demomen and 1-2 Medics. Dunno if it's worth adding into a bug section on the main page or not. -Update- Still all switch to Demoman, but now switch back once the Sentries they were specifically targetting are destroyed. DarkQuill 08:54, 6 June 2011 (UTC)
RCbot
I think it should be fair to mention and do a small section about this community made bot. For reference here is the webpage [1]--Sjru 14:42, 15 April 2011 (UTC)
tf_bot_taunt_victim_chance
I entered this line of code and it no longer gave me the notice that cheats cannot be used on the server. Does this mean it's no longer a cheat? And should we add this to the table of AI commands? RainingMetal
Can anyone else confirm this?
When I type 1 after bot -team, bots no longer spawn on RED but on BLU, even though both teams are numerically even. I tried all the other numbers; they all spawn bots on BLU each time the teams are numerically even.
Qidhbughu 00:11, 14 August 2011 (PDT)
- I think it's to do with auto-team balance. Try disabling that. » Cooper Kid (blether·contreebs) 09:13, 14 August 2011 (PDT)
Red team is 0 Blu team is 1. You can also use the team names Canucka (talk) 14:05, 5 June 2013 (PDT)
Movement?
Anyone know how to make puppet bots move forwards?(and backwards, and sideways?) or just for AI bots to move forward only. Pootis9000 10:29, 23 November 2011 (PST)
bot_whack will kill with (apparently) any weapon
bot_whack
will kill the targeted bot with the user's selected weapon even if the weapon normally can't do damage (eg. Jarate) or can't directly affect characters at all (eg. the PDA and the Electro Sapper). (The generic skull kill icon is displayed.) I'm not sure whether it's worth mentioning this in the bot_whack
entry. Pathetic One 22:58, 8 January 2012 (PST)
Sentries and Other Buildings on 2Fort?
Hi, this is my first comment to this wonderful wiki, and I'd like to point out that whenever I choose engineer bots on 2Fort, they never build anything. They just use their shotgun. I believe this is actually for all CTF maps, because they don't build turrets on itemtest either. Yes, it's a CTF map, even if there are no flags. It says so when you load it. --JezzDawga 21:48, 15 June 2012 (PDT)
MvM and Engineers
Ok, this is my second post, and this time, I would like answers. I was reading about Spy bots working in MvM, and I remembered the time I tried to add 6 Engineers, and only one of them stayed and built their stuff after I used tf_bot_warp_team_to_me. The rest of them ran back to the Upgrades spot. Could someone mention that one Engineer? --JezzDawga 04:41, 8 September 2012 (PDT)
Bots In Arena Mode
Do the bots work at all on Arena maps? There is no mention of this one way or the other in the article.
Litnin200 (talk) 23:35, 7 June 2013 (PDT)
Attacking Bots in Payload
Bots apparently now will not stay in their spawn positions during setup times on Blue, can someone else confirm this and add it to the behaviour section? — The preceding unsigned comment was added by Mtemple12 (talk) • (contribs) 15:16, 16 July 2013
- As far as I know (and I play with bots a LOT), even on unsupported maps as long as you use nav_generate they should pathfind okay. SYSREQ (talk) 10:48, 1 October 2013 (PDT)
I noticed that the bots behave similarly in Arena mode in that they do Mann vs Machine mode (Don't move, but will move around when an enemy is nearby, doesn't attempt to cap the control point), but I didn't want to add anything if that was left out intentionally. #trigger_hurt(T|C) 13:56, 28 September 2013 (PDT)