Difference between revisions of "Bots/da"
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[[File:Tr_dustbowl0003.png|right|thumb|300px|En [[Soldier/da|Soldier]] bot i aktion på [[Dustbowl (Training)/da|Dustbowl Trænings]] banen.]] | [[File:Tr_dustbowl0003.png|right|thumb|300px|En [[Soldier/da|Soldier]] bot i aktion på [[Dustbowl (Training)/da|Dustbowl Trænings]] banen.]] |
Revision as of 20:55, 13 February 2024
Denne side er i færd med at blive oversat til dansk. Hvis du kan snakke dansk, så skriv på diskussionssiden eller snak med dem, som har bidraget til siden (ved at se sidens historik). |
- For computerstyrede cheating/griefing bots, se Cheating Bots.
- For bots, der automatiserer redigeringer på Team Fortress Wikien, se User bots.
- For Robotter introduceret i Mann vs. Machine opdateringen, se Robotter.
- For andre anvendelser, se Robot.
“ | Menneskelige holdkammerater kan dømme dig, men vil disse sjæleløse automater? JA. De er ikke blinde. Men de ER stumme, så din inkompetence er en hemmelighed, de vil tage med sig i graven.
— Soldier
|
” |
En bot er en computerstyret spiller på en server. Der er to typer af bots i Team Fortress 2: AI-bots og Puppet-bots. AI-bots er kodet med sofistikeret kunstig intelligens designet til at efterligne spilleres handlinger i spillet og kan bruges uden at aktivere cheats. Puppet-bots har ingen AI-kodning, men er nyttige til test og træning. Puppet-bots kræver, at serveren har cheats aktiveret, hvilket også deaktiverer præstationer.
Indholdsfortegnelse
Almindelige AI bots
De standard AI-bots, eller TFBots, er designet til at efterligne menneskelige spillere og styres ikke direkte. Derudover vælges deres klasser tilfældigt. De bruger sofistikeret AI-kode baseret på PlayerBot og Infected AI, der findes i Left 4 Dead-serien.[1] AI-bots kræver ikke, at serveren har snydefunktioner aktiveret; derfor er præstationer aktiveret, når du spiller med dem. Der er dog én undtagelse; Bots ser ikke Dødhckamera når de bliver dræbt; derfor kan en spiller ikke opnå Dødkamera-relaterede præstationer. Derudover øger drab af en bot med et Sær våben ikke våbnets dræberegister, medmindre våbnet har Sær Del: Robotter Destrueret anvendt på det, i hvilket tilfælde drabet vil blive tilføjet til den Sære del og ikke hovedtælleren.
AI-bots kommer i fire færdighedsniveauer, der spænder fra nemt til ekspert. Sigsegv har samlet detaljeret forklaring på forskellene i færdighederne..
AI-bots kan til en vis grad styres indirekte:
- Enhver venlig og fjendtlig bot, som spilleren fokuserer på med deres sigtekorn under opsætningstid vil håne.
- En venlig Medic bot vil helbrede en spiller hvis de bruger "Medic!" stemmekommandoen.
- Hvis en Medic bot helbreder og har ÜberLadning klar, vil brug af stemmekommandoerne "Go Go Go!" eller "Aktiver opladning!" få botten til straks at aktivere sin ÜberLadning.
- En Medic-bot med en klar ÜberLadning vil straks aktivere opladningen, hvis han eller helingsmålet bliver betydeligt såret.
- Bots vil forsøge at deltage i holdkammerater, der udfører en partner-hån (f.eks. Klør Fem!) eller et gruppehån (f.eks. Conga).
Stifinding
Baner med officiel bot-understøttelse
Bane | Spiltilstand | Filnavn |
---|---|---|
Altitude† | Angrib/forsvar | cp_altitude
|
Dustbowl | Angrib/forsvar | cp_dustbowl
|
Gorge | Angrib/forsvar | cp_gorge
|
Gorge Event | Angrib/forsvar | cp_gorge_event
|
Mann Manor | Angrib/forsvar | cp_manor_event
|
Mercenary Park | Angrib/forsvar | cp_mercenarypark
|
Mossrock | Angrib/forsvar | cp_mossrock
|
Badlands | Kontrolpunkt | cp_badlands
|
Foundry | Kontrolpunkt | cp_foundry
|
Granary | Kontrolpunkt | cp_granary
|
Gullywash | Kontrolpunkt | cp_gullywash_final1
|
Metalworks | Kontrolpunkt | cp_metalworks
|
Process | Kontrolpunkt | cp_process_final
|
Snakewater | Kontrolpunkt | cp_snakewater_final1
|
Sunshine | Kontrolpunkt | cp_sunshine
|
Vanguard | Kontrolpunkt | cp_vanguard
|
Turbine | Erobr flaget | ctf_turbine
|
Badlands | Konge af bakken | koth_badlands
|
Brazil | Konge af bakken | koth_brazil
|
Eyeaduct | Konge af bakken | koth_viaduct_event
|
Ghost Fort | Konge af bakken | koth_lakeside_event
|
Kong King | Konge af bakken | koth_king
|
Lakeside | Konge af bakken | koth_lakeside_final
|
Laughter | Konge af bakken | koth_slaughter_event
|
Lazarus | Konge af bakken | koth_lazarus
|
Moldergrove | Konge af bakken | koth_undergrove_event
|
Moonshine Event | Konge af bakken | koth_moonshine_event
|
Nucleus | Konge af bakken | koth_nucleus
|
Probed | Konge af bakken | koth_probed
|
Sawmill | Konge af bakken | koth_sawmill
|
Slasher | Konge af bakken | koth_slasher
|
Viaduct | Konge af bakken | koth_viaduct
|
Badwater Basin | Payload | pl_badwater
|
Barnblitz | Payload | pl_barnblitz
|
Bloodwater | Payload | pl_bloodwater
|
Camber | Payload | pl_camber
|
Brimstone | Payload | pl_fifthcurve_event
|
Embargo† | Angrib/forsvar | pl_embargo
|
Enclosure | Payload | pl_enclosure_final
|
Goldrush | Payload | pl_goldrush
|
Gravestone | Payload | pl_rumble_event
|
Hoodoo | Payload | pl_hoodoo_final
|
Pier | Payload | pl_pier
|
Precipice† | Payload | pl_precipice_event_final
|
Swiftwater | Payload | pl_swiftwater_final1
|
Thundermountain | Payload | pl_thundermountain
|
Upward | Payload | pl_upward
|
Pier | Payload | pl_pier
|
Wutville† | Payload | pl_wutville_event
|
† BLU bots get stuck trying to leave one of BLU's spawn points. Therefore, BLU can only win if few or no BLU bots die when the faulty spawn point is in use.
Brug af bots på ikke understøttede baner
- Nav-mesh-redigering kræver aktiverede cheatfunktioner, så skriv "sv_cheats 1" i konsollen.
- Byg den indledende nav-mesh ved hjælp af kommandoen "nav_generate".
- Vent mens spillet genererer AI-stier, fremskridt overvåges i konsollen.
- Banen vil genindlæses.
- Tilpas eventuelt den genererede nav-mesh for at tilføje manglende data og fjerne fejlagtige data. Brug "nav_edit 1" for at gå ind i nav-mesh-redigeringsmodus.
- Genindlæs/genstart serveren (valgfrit, men hvis det ikke gøres, vil præstationer være deaktiveret).
- Åbn konsollen og skriv "tf_bot_add <number>" som ovenfor for at tilføje bots.
ADVARSEL: Spillet har en tendens til at gå ned, hvis du redigerer navigationsmeshen med aktiverede bots.
Bots kan bruges på ethvert kort, hvor ovenstående trin er blevet udført uden at skulle gentage dem, undtagen for at indtaste kommandoen "tf_bot_add <number>" hver gang, bots skal tilføjes.
Auto-genererede nav-meshes fungerer bedst på kontrolpunkt, kongen på bakken, last, Erobr Flaget. På Mannpower baner,vil bots spille som Erobr Flaget, men vil ikke kunne bruge Gribekroge eller intelligent bruge powerups, de går over. At sætte værdien af konsolkommandoen "tf_bot_offense_must_push_time" til 0 tillader bots at kæmpe mod hinanden på baner uden mål, som de kan genkende, medmindre banen ikke har nogen respawn-rum-entiteter.
Standard baner uden officiel bot understøttelse
· Hydro | · DeGroot Keep | · Hightower | · Frontier | · Pipeline | · Steel | · 2Fort | · 2Fort Invasion |
· Double Cross | · Landfall | · Sawmill (Capture the Flag) | · Well (Capture the Flag) | · 5Gorge | · Coldfront | · Fastlane | · Freight |
· Powerhouse | · Sinshine | · Well | · Yukon | · Egypt | · Gravel Pit | · Junction | · Mountain Lab |
· Snowplow | · SnowVille | · Snowfall | · Steel | · Standin | · Borneo | · Cactus Canyon | · Frontier |
· Hellstone | · Snowycoast | · Swiftwater | · Banana Bay | · Helltower | · Hightower | · Nightfall | · Pipeline |
· Badlands (Arena) | · Byre | · Granary (Arena) | · Lumberyard | · Nucleus (Arena) | · Offblast | · Ravine | · Sawmill |
· Watchtower | · Well (Arena) | · Harvest | · Harvest Event | · Highpass | · Maple Ridge Event | · Suijin | · Carnival of Carnage |
· Doomsday | · Cloak (Control Point) | · Bigrock | · Coal Town | · Decoy | · Ghost Town | · Mannhattan | · Mannworks |
· Rottenburg | · Asteroid | · Foundry (Capture the Flag) | · Gorge (Capture the Flag) | · Hellfire | · Brickyard | · District | · Timbertown |
· Pit of Death | · Watergate |
AI bot kommandoer
For at bruge AI-bots på understøttede kort bør serveradministratoren skrive følgende kommandoer i konsollen (nogle kræver muligvis at sv_cheats skal være indstillet til 1):
Kommando | Beskrivelse |
---|---|
tf_bot_add
|
Denne kommando vil oprette en eller flere AI-bots af tilfældige klasser på tilfældige hold. De vil også blive tildelt tilfældige navne fra en standard sæt.
|
tf_bot_difficulty
|
Definerer færdighedsniveauet for bots, der deltager i spillet.
|
tf_bot_fire_weapon_allowed
|
Bestemmer, om bots skal affyre våben. Hvis det er deaktiveret, kan bots stadig bruge visse ikke-skadende våben som f.eks. Medi-geværet. Som én undtagelse vil Medic bots stadig affyre deres Injektionssprøjtepistol. Derudover vil Demoman bots stadig være i stand til at detonere eksisterende klæbebomber, men vil ikke lægge flere.
|
tf_bot_force_class
|
Hvis indstillet til et klassenavn, vil alle TFBots genopstå som den klasse.
|
tf_bot_force_jump
|
If enabled, forces bots to repeatedly jump over and over.
|
tf_bot_join_after_player
|
If nonzero, bots wait until a player joins before entering the game. This only applies to quota spawned bots.
|
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_kill
|
This command will kill one or all AI bots.
|
tf_bot_melee_only
|
Determines whether a bot should only use melee weapons or not.
|
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_warp_team_to_me
|
Teleports your team's bots to your position. Requires sv_cheats 1 .
|
Current AI bot status
AI bots are fully released[Kilde mangler]. Currently, all classes are working properly due to the Hatless Update, including the once-buggy Spy. AI bots only work properly for most official King of the Hill maps, some Payload maps, Attack/Defend maps Dustbowl and Gorge, Capture the Flag maps, and Mann Manor (on the latter two, bots can only be added by using the tf_bot_add command in the console). The use of AI bots on non-supported maps is possible by following certain steps; however, they will not emulate human players as well.
Bots will not work properly on any PLR map as they either can't jump over the railings on Hightower or get stuck in a random corner in spawn; and bots have a dance party on any other PLR map (this may change in the future).[Kilde mangler]
AI bot behavior
- Bots currently only use the default loadout (although they can be given non-Stock weapons with a custom mod/plugin).
- Bots on Easy difficulty will rarely, if ever, use any weapon other than their primary weapon. Bots on higher difficulties will switch to and use their secondary weapon as soon as the ammunition of their primary weapon is spent, or to compensate for the distance of their target.
- Bots currently cannot execute special jumps (such as rocket jumps) or haul buildings.
- If a bot kills a player, they roll a chance to taunt immediately after, and if it succeeds, they will taunt even if they are under enemy fire. However, bots will not taunt if carrying the enemy intelligence. This behavior applies to Robots in Mann vs. Machine mode.
- Spy bots (and players) are properly ignored by other bots while disguised. However, upon 'touching' any enemy bot, sapping, shooting, or Cloaking, all other bots who see it happen will declare the bot/player a Spy and won't forget who they are until they change disguises while unseen or until the bot(s) who declared them a Spy dies or feigns death with the Dead Ringer.
- Pyro bots will use the compression blast against projectiles and opponents with unusual frequency if on difficulties other than Easy.
- Medic bots will usually heal all other classes before Snipers (and to a lesser extent Engineers) even if the "Medic!" voice command is used.
- Medic bots tend to favor Heavies, Soldiers, Demomen, and Pyros, if being played by a human. If no human player is one of these classes, they are not likely to be pocketed.
- A Medic bot with an ÜberCharge ready will immediately activate the charge if he gets hurt. This behavior is used by Über Medics in Mann vs. Machine mode.
- Bots do not attack during setup time unless they are attacked first (with the exception of Demoman bots planting stickybombs).
- Engineer bots do not upgrade (or even remove Sappers from) their Teleporters, and sometimes don't repair their Sentry Guns even when they're not under fire.
- Engineer bots will never repair or upgrade a friendly Engineer bot's building, unless that building is in the way of the Engineer's target.
- Bots, excluding Engineers, Snipers, and Spies, will stay in their spawn positions on setup when attacking in a Attack/Defend map or a Payload map.
- Spy bots, when spotted by another bot (possibly player), will not attempt to backstab and will instead switch to their Revolver and shoot while retreating.
- Demoman bots, once they know where a Sentry Gun is (usually after dying to one), will be able to stand out of range of the sentry and perfectly aim and time their stickybomb charges to land precisely where the Sentry Gun is. Walls and ceilings may occasionally get in the way of the stickybombs' flight path, though.
- Sniper bots, upon scoping in and not finding a target, will use one of the "Negative" voice commands
- Friendly Medics will tend to heal a disguised Spy.
Bugs
- Bots may try to walk/shoot through unmovable objects such as walls.
- Whenever a player/bot cloaks/decloaks or disguises/undisguises, the bots will 'see' players who are behind them and turn around, even if out of the bot's field of view. Note that this isn't due to any sounds made by the player (footsteps, miscellaneous weapon noises, etc.).
- Though rarely, bots may stand inside one another during usage of an Engineer's Teleporter, and get stuck (can't move).
- When bots use voice commands (such as "Spy!" and "Move Up!"), text versions of the voice commands do not display.
- A Medic bot who is healing a player will not avoid enemy fire or collect health pickups, even if he is at critically low health.
- Bots are able to move while taunting, making the Holiday Punch ineffective.
- Recently attacked Medic bots will often fail to use their Syringe Gun to deal with enemies at non-melee range, instead switching to their Bonesaw, or even to their Medi Gun on extremely rare occasions.
- Medic bots will fail to lead their aim or to compensate for gravity while firing the Syringe Gun. This may be due to the Syringe Gun not being properly identified as a non-hitscan weapon in the bot AI code.
- Spy bots are able to see and follow cloaked Spies (AI or player) should one give himself away, regardless of difficulty level.
- Even if a Spy is disguised as a class of his team (player only, as bots will never do this), enemies will still point him out as a Spy should he bump into an enemy.
- Bots abide by Auto-balance rules. To be able to spawn bots on a specific team, you must set
mp_teams_unbalance_limit
to 0. - Engineer bots may ignore their buildings until they're destroyed.
- Heavy bots will sometimes try to fire their Minigun even when out of ammo. (Although it seems to occur abundantly when the bot difficulty is set below Advanced)
- Medic bots on the losing team will occasionally commit suicide during Humiliation when there are no enemies nearby. Players are unable to do the same, even using commands.
- Setting the loadout menu's preview to BLU will cause RED bots to appear BLU.
- Currently, bots do not work on the following types of game modes or maps, even with a generated navigation mesh. (Spies and Snipers may work, though.)
- Arena and Versus Saxton Hale Modes NOTE
- Payload Race NOTE
- Mann Vs. Machine NOTE
- Special Delivery
- Robot Destruction
- Cactus Canyon NOTE
- Mannpower NOTE
- PASS Time NOTE
- Player Destruction NOTE
- Snowycoast NOTE
- Snowplow NOTE
- Byre NOTE
- Nightfall and Pipeline NOTE
- Hassle Castle NOTE
- Bots that have their Melee weapons out will occasionally not switch to their other weapons, even if they pick up ammo.
- This can be fixed by either killing them or just randomly.
- After the Jungle Inferno Update, bots spawned with specific parameters (example:
tf_bot_add 5 pyro blue normal
) will die in their spawnrooms. This can be prevented with the command:tf_bot_reevaluate_class_in_spawnroom 0
, which requires settingsv_cheats
to 1.
AI bot names
The AI bots are programmed to have different names, with many of their names being references to Team Fortress 2, Valve's other works, and computer programming. Many of these names have been requested on the Steam forums.
Unused bot names
The following bot names were found in a leaked source code version of TF2, containing bot names that were never put into production for unknown reasons.
- John Spartan
- Leeloo Dallas Multipass
- Sho'nuff
- Bruce Leroy
- CAN YOUUUUUUUUU DIG IT?!?!?!?!
- Big Gulp, Huh?
- Stupid Hot Dog
- I'm your huckleberry
- The Crocketeer
AI bots names can also be customized by a player by typing in, for example, tf_bot_add heavyweapons blue "Blu Hoovy"; this example would put a BLU Heavy on the BLU team with the name "Blu Hoovy".
Puppet bots
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. To spawn puppet bots, sv_cheats
has to be set to 1.
Puppet bot commands
Not all of the following commands work; some working commands are also omitted.
These commands may or may not work for AI bots as well.
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.
|
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_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_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_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_jump
|
Force all bots to repeatedly jump.
|
bot_crouch
|
Force all bots to hold crouch.
|
bot_kick
|
Remove a bot by name, or an entire team, or all bots.
|
bot_kill
|
Kills a bot.
|
bot_mirror
|
Specified bots mirror the player's loadout (class, cosmetics, and weapons). There are a few bugs; for example, if a Demoman player has the Booties and any shield equipped, a mirrored bot will still use the Grenade Launcher and Stickybomb Launcher despite showing the Booties and shield on his model. After a mirrored bot dies, it will not retain the previous loadout, and bot_mirror must be used again.
|
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 (including metal for Engineers) and health counts.
|
bot_saveme
|
This makes all the bots call for a Medic, equivalent to issuing bot_command <name> "voicemenu 0 0" to every bot.
|
bot_selectweaponslot
|
Forces a bot to switch to the specified weapon slot. To specify which bot switches weapons, use cc_bot_selectweapon instead.
|
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. It is worth noting that you can only use bot_whack to kill a teammate if mp_friendlyfire is set to 1, otherwise attempting to whack a teammate will not do anything.
|
cc_bot_selectweapon
|
Forces a bot to switch to the specified weapon slot.
|
bot_hurt
|
Hurt a bot by team, or all bots ("all").
|
Notes
- MvM Bots can also be controlled with
nb_
(e.g.nb_select
andnb_warp_selected_here
to teleport bots to a specific location). This doesn't apply to TF Bots.