!zunnie Posted April 10, 2014 Share Posted April 10, 2014 dblaney1 fixored up the !support command bot dropoffs so they no longer take a little damage when they go down to the ground. They are now all using the rope Nice dblaney1 Thanks Pwn Call, Paterke, TRFL and 1 other 4 Quote Link to comment Share on other sites More sharing options...
falcod Posted April 11, 2014 Share Posted April 11, 2014 aw i liked to repair them for additional points.. now i have to push them into tiberium again XD Paterke 1 Quote Link to comment Share on other sites More sharing options...
Guest Mauler Posted April 11, 2014 Share Posted April 11, 2014 And you need to fix the cinematic animations for the nod transport..... ATM it isn't using proper files for animations for flying and door opening/ropesIt's a simple fix editing the text files Quote Link to comment Share on other sites More sharing options...
Graxion Posted April 11, 2014 Share Posted April 11, 2014 More importantly make them not hump their team. It's pretty bad when a mammoth gets stuck because bot is stuck up it's ass. Quote Link to comment Share on other sites More sharing options...
Guest Mauler Posted April 11, 2014 Share Posted April 11, 2014 Bots don't work well online due to not having infantry way paths set up and lack of cover points... If they had clear paths on mp then you wouldn't have that mammy issue.. No mapper here does it, I have done it but on a smaller scale and on a infantry only map.. And you can see the vast improvement it makes.. Quote Link to comment Share on other sites More sharing options...
falcod Posted April 11, 2014 Share Posted April 11, 2014 is it possible to just make the bots not run around? That's kinda what gets them killed anyway (u just always see them running into harvs, tanks, around corners into shotguns/c4.. etc), would be stronger if they just held their positions and fired. Quote Link to comment Share on other sites More sharing options...
dblaney1 Posted April 11, 2014 Share Posted April 11, 2014 We could just have them use their regular innate behavior instead of the follow player script they are using now. Quote Link to comment Share on other sites More sharing options...
Graxion Posted April 11, 2014 Share Posted April 11, 2014 I was thinking along the lines of have the AI be informed what vehicle their target is driving and it's size so that they can compensate for it. Also have them check the direction their target is facing so they can stay out of it's way. They don't need to be smart, just less stupid. Their biggest flaw is the only info they're given is the location of their target, nothing else. Quote Link to comment Share on other sites More sharing options...
Neijwiert Posted April 11, 2014 Share Posted April 11, 2014 Hehe I could make them so good that they make you cry.. Just give them a ramjet and they will own your ass. Some examples: calculate heading of object, looking on what floor the bot is standing (so it doesn't walk on tiberium), max damage output calculation based on it's weapon bag and it's opponents bones. Quote Link to comment Share on other sites More sharing options...
Graxion Posted April 11, 2014 Share Posted April 11, 2014 Their aimbot is good enough already. Just fix their pathfinding. Quote Link to comment Share on other sites More sharing options...
TFdude15 Posted April 14, 2014 Share Posted April 14, 2014 I always found it odd that bots could see an invisible unit while other players couldn't. I just thought that I should point it out, since I don't know if that is supposed to happen. TRFL 1 Quote Link to comment Share on other sites More sharing options...
!TRFL Posted April 14, 2014 Share Posted April 14, 2014 I always found it odd that bots could see an invisible unit while other players couldn't. I just thought that I should point it out, since I don't know if that is supposed to happen.I agree, bot should ignore stealthed units until ss-units come to close or reveal themselfs... Is that possible? Quote Link to comment Share on other sites More sharing options...
Guest Mauler Posted April 14, 2014 Share Posted April 14, 2014 *sigh*..................................... Quote Link to comment Share on other sites More sharing options...
Graxion Posted April 14, 2014 Share Posted April 14, 2014 Oh, all the things bots SHOULD do, meanwhile they're little more than a distraction most of the time. Quote Link to comment Share on other sites More sharing options...
falcod Posted April 15, 2014 Share Posted April 15, 2014 i'm fine with bots just standing still and firing at anything that comes into range, even if its stealthed. That way they serve as enemy detectors and easy bait, and stop running into harvs lol. Quote Link to comment Share on other sites More sharing options...
dblaney1 Posted May 8, 2014 Share Posted May 8, 2014 The bots are broken again on nod. Did someone mess with the cinematic? Its completely screwed up now, the rope is on top of the helicopter and only one bot actually gets out. I would also get rid of the hunt the player script used from m01 as its bugged and doesn't handle vehicles well at all. They actually work just fine with no script attached. Quote Link to comment Share on other sites More sharing options...
@trunkskgb Posted May 8, 2014 Share Posted May 8, 2014 I noticed the other day on MetroTS, that they took an awful long time to repel down. It was my first time playing in a few weeks, so I didn't know if that was right or not. Quote Link to comment Share on other sites More sharing options...
Guest roszek Posted May 9, 2014 Share Posted May 9, 2014 Kick noticed the Nod support troops not working after they were allegedly fixed, according to him and others (with the nod support only) 1 unit would come down the other 2 would climb back up the rope, so zunnie and I thought to put the old cinematics back till they can be properly looked at. If they are still not working then I would suggest Mauler take a look if he wants. For what was needed only a script needed to be attached through the cinematics to stop the units from getting damage when they landed :/ Quote Link to comment Share on other sites More sharing options...
dblaney1 Posted May 9, 2014 Share Posted May 9, 2014 They worked with the ones I gave zunnie. Something must have changed since then. It only happened this past week. I can send you the corrected ones again if you want. I actually have cinematics that have the door animations working as well if you wanna just try those. I also have a 3 infantry paradrop one for the chinook and a 5 infantry paradrop for the c130. Quote Link to comment Share on other sites More sharing options...
Guest roszek Posted May 9, 2014 Share Posted May 9, 2014 As you wish, pm them to me and I will add them again. Kickmofo 1 Quote Link to comment Share on other sites More sharing options...
OuTSMoKE Posted May 11, 2014 Share Posted May 11, 2014 Played last night, they drop fine, but were back to one of them falling and losing half health. (I was on Nod). Quote Link to comment Share on other sites More sharing options...
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