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Tribes 1 Legendz • Mod Updates - Page 31
Page 31 of 39

Re: Mod Updates

Posted: Fri Feb 01, 2019 3:04 am
by AnniDv6
Bot update.
Added a mission type named Capture the Flag Bots

These bots are the first Annihilation bots to use Spoonbot.
They can play Capture the Flag against themselves and make for good target practice.

Current missions include:
Blastside CTFB
Broadside CTFB
CanyonCrusade CTFB
DangerousCrossing CTFB
IceRidge CTFB
Raindance CTFB
Rollercoaster CTFB
Scarabrea CTFB
Snowblind CTFB
Stonehenge CTFB

Admins will also see a 'Spoonbot Controls' menu in the Tab screen when one of these maps is being played, letting them add or remove bots of every armor type.

Re: Mod Updates

Posted: Fri Feb 01, 2019 8:20 am
by Ozzie
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Re: Mod Updates

Posted: Sat Feb 02, 2019 4:55 pm
by Scarecrow{oz}
NOW, if you can find a way to SECURE the load for this mod.
Been getting daily hackers, WTF. And have to reset faves daily.
Death/Crow?

Re: Mod Updates

Posted: Tue Feb 05, 2019 8:57 pm
by Scarecrow{oz}
Oh... and get rid of the Bots Death. OMG server crashes every other map.

Re: Mod Updates

Posted: Tue Feb 05, 2019 9:17 pm
by perrinoia
No... The bots are awesome.

Here's how to make the bots stable:
  • Step 1: Before spawning a bot, verify the bot count + max client limit is less than 128.
  • Step 2: After spawning a bot, increment the bot counter.
  • Step 3: After a bot is killed, delete the dead bot (I usually just add that bit of code to the scheduled respawn).
  • Step 4: After a bot is deleted (not killed), decrement the bot counter.
This will ensure that there are never too many bots for the server to handle.

As for the evasive maneuvers, that's a little trickier...
  • I believe the code currently uses Item::setVelocity, this ignores the previous velocity. Player::applyImpulse is better, because it will add to the current velocity, which means it will be much more difficult for a flying bot to change direction. Also, smaller more frequent impulses are better than periodic jolts.
Also, a little experimenting might need to be done, because I have a theory that too many directives might be an issue too... Typically the order number is incremented by 100... This is so you can sneak 99 commands in between waypoints. I dunno if there's a maximum number or what. I'd suggest smaller increments... Either tens or ones.

Re: Mod Updates

Posted: Wed Feb 06, 2019 3:45 pm
by Scarecrow{oz}
Hope they take your advice, as I hate the constant crashing. :-)

Re: Mod Updates

Posted: Thu Apr 11, 2019 6:52 pm
by OldGuy
There's also the issue that on Bot Practice when they die, they all respawn from the air in the same place.

Re: Mod Updates

Posted: Tue May 07, 2019 9:53 am
by AnniDv6
I'll see what I can do. The other bot maps issues should be an easy fix.

Re: Mod Updates

Posted: Wed Sep 04, 2019 11:34 am
by AnniDv6
Patched last night.
Added bot versions with working treepoint files of the maps Roadkill2, Box and BloodBath2. Find them in the CTF BOTS mission list.

Fixed the maps KWSN Duel and BotPracticeMk-III from being affected by the new bot maps. The bots are back to normal on these maps now.

Added score values to the flags on the map CTF Ground map DownFall.

Significantly reduced the chance that a bot will say something in chat as a reaction to getting killed.

Increased the respawn delay of bots on CTFB maps to twenty seconds.

Increased the ThinkingInterval and MovementInterval of the bots on CTFB maps. This should help performance.

The bots on CTFB maps now respawn into a random annihilation armor type and as a random roll. For example the Necromancer bot used to always repawn as a Necromancer which played the roll of going for the enemy flag. Now it might respawn as a Titan that camps on the flag or a Tank that goes for the enemy flag or defends the base and so on. This will add a bit of randomness to the bot matches.

Re: Mod Updates

Posted: Fri Sep 06, 2019 4:57 pm
by perrinoia
Sound good.