I was wondering if instead of having all bots with same skill level, each bot has different degree of skill levels. More specifically, one bot would have expert level skill in one class/weapon, and beginner level skill on other class/weapons, and medium skill level on another class/weapons, etc.
Bot skills
- JOURNEYMAN
- Dragoon
- Posts: 339
- Joined: Thu Mar 08, 2012 9:42 pm UTC
Re: Bot skills
The bots already have varied skill. Each of the bot has a skill from 2-7.
Re: Bot skills
Ishq wrote:The bots already have varied skill. Each of the bot has a skill from 2-7.
I just checked the bot code used on the server (hey, its been a long time! I forgot, and this bot code is old), and the breakdown of what the skill level does is:
- lower skill == worse aim (slower, more shaky)
- skill >= 3 means a human bot will back away
- skill >= 5 means a human bot will strafe side to side
- skill >= 5 means a human luci bot will attempt to aim predict
- skill >= 7 means a human bot will use the dodge ability (not very effectively, unfortunately)
- skill == 10 enables basis to dodge while holding their victim
Obviously, these need to be tweaked a lot.
Re: Bot skills
I think what JOURNEYMAN meant was to further "personalize" each bots skill, so bot "Tyrantwhore5000" would be 10/10 skilled with tyrant, but "2/10" skilled with mara and lisk.
That could be managed easy with that bot personality system thing that's present in Quake 3, JK:JA and probably many many other games based on idtech3. But I think it's a really low-priority thing now.
Re: Bot skills
Fuma wrote:4. skill >= 5 means a human luci bot will attempt to aim predict
Was this skill level from 1.1.0? Last I checked, in Unvanquished the Lucifer Cannon is like an over powered Mass Driver.
Re: Bot skills
Sixthly wrote:Was this skill level from 1.1.0? Last I checked, in Unvanquished the Lucifer Cannon is like an over powered Mass Driver.
Yes.
For those who don't know, in 1.1 the luci fires a very slow moving shot.
The luci aim prediction was originally added to my bots for 1.1 because of how terrible using a luci without aim predict was.
The luci shot still isn't hit-scan like the massdriver, but it does travel a lot faster than the luci from 1.1 did.
The speed difference doesn't matter to the aim prediction because it relies on the LCANNON_SPEED #define instead of a hard-coded value.
As for adding new features and things, I'd prefer to wait until I get navigation and the basic AI routines working well enough before doing this. :)