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Smarter Bots

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  • Smarter Bots

    I added this server actor by Proasm to both TAM servers. For those like me that tend to play the bot when no one else is playing. It seems to have made a nice difference to the predictability of the bot play. Details below.

    -----------
    This mutator and server actor improves the bot AI to allow bots to access their
    complete set of skills even on lower game difficulty levels.
    Game difficulty will still affect how well bots aim and their general tactical
    decisions, but they will e.g. run at full speed and know how to use the
    Translocator and hammer jumps to move around the map. However, it's still just
    the UT2004 AI, so don't expect any miracles. Also, the AI changes are generic.
    Weapon-specific or gametype-related behavior was not changed. (Impact-jumping
    and Translocator usage are considered movement skills.)


    Improvements over standard AI
    -----------------------------
    The following list describes most of the changes in the AI applied by Smarter
    Bots, in no particular order:

    * Bio globs on the ground and similar threats are properly recognized on all
    difficulty levels. Whether the bot actually avoids them is a different story.

    * Whether a bot can impact-jump no longer depends on the difficulty level.

    * Whether the bot can use the Translocator no longer depends on the difficulty
    level. Obviously the bot still needs a Translocator and will not translocator
    when carrying the flag.

    * Bots will always try pulling off Shock Rifle combos without standing still if
    the Shock Rifle is the character's favorite weapon. If it is not, they will
    try pulling off moving combos with increasing probability above Novice
    difficulty.

    * On Experienced difficulty an above, bots may even try pulling off shock
    combos while in the air. The probability for that increases with difficulty
    level, but never becomes common practice even on Godlike difficulty.
    (The standard AI never attempted that, regardless of difficulty level.)

    * Bots may crouch on all difficulty levels now, if they can. However, on lower
    difficulty levels they may prefer firing splash damage weapons without
    crouching, as before.

    * Bots no longer take difficulty level into account when deciding to dodge or
    dodge-jump towards their movement goal. Bot characters with a higher setting
    for "jumpiness" may still dodge more often than less jumpy bots.

    * When bots notice they "missed a jump", they will attempt to use their
    Translocator to get where they wanted without being limited by the game'section
    difficulty level.

    * Bots can use double or multi jumps on all difficulty levels.

    * Bots will no longer run at reduced speed on lower difficulty levels.

    * While their aiming accuracy was not changed, bots on lower difficulty levels
    may now try to lead their target.

    * Lower difficulty settings do not make bots oblivious to incoming projectiles
    and vehicles anymore. They may may still be slower to notice the threat, but
    will likely try to dodge at least once in a while.

    * If they have a Translocator, bots may always use it for faster traveling,
    not just on difficulty levels above Average.

    * Even novice bots may decide to perform wall-dodges now, although less often
    than bots on higher difficulty levels.
  • #2

    Little bit tougher.
    sigpic

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    • #3

      I didn't find it that much tougher, just a little closer to playing a real person than a typical bot. For instance the bot may or may not follow you, and it seemed to make better decisions on weapon selection.

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      • #4

        I've tried them and they are more fun to play against.

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        • #5

          Added to ~Freak's World~.

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          • #6

            Originally posted by HTM|Minion
            Added to ~Freak's World~.

            Cool, thx.
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