0.94
====
tf2: updated and fixed some waypoints
tf2: bots will try to avoid sentries that killed them before when attacking point
tf2: new command rcbot_tf2_pyro_airblast_ammo
tf2: pyros airblast attackers of point
tf2: fixed demomen reverting to primary weapon at a distance
tf2: bots follow enemies if ubered
tf2: bots dont follow ubered enemies
tf2: pyros airblast ubered enemies
tf2: pyros airblast capping / defending players
tf2: bots will hang around route waypoints for more team mates
tf2: more chance of red defending first point if round has not yet started
tf2: fixed medic crash on cp_degrootkeep
tf2: included RD mode - bots attack robots
tf2: fixed bots going back to use teleporter bug
tf2: fixed engineers not placing carried objects bug
tf2: bots follow their enemy to the defend point if CP map
tf2: pyros occasionally deflect rockets
all: fixed bots not choosing correct weapon due to distance
0.92
====
tf2: Fixed crashes - bugs in CP maps in TF2
tf2: bots on fire will continuously want health
0.91
====
tf2: fixed crash with new version on loading
dod:s bots use route waypoints -- give route waypoint same ID as flag to go to that flag through back alley
dod:s bots listen to go left / go right voice commands if there are route waypoints nearbby
dod:s bots use enemy down voice command when in a squad
dod:s more chance of bots throwing a grenade when they hear the use grenade voice command
dod:s bots try ducking if they get stuck on furniture
0.90
====
tf2: bots check if they can see the ground beneath enemies to help aim for rockets and grenades
tf2: removed need for scripts in TF2 -- using TF2 point detection
tf2: bots can attack skeletons on plr_hightower_event
tf2: if capture point is unreachable bots will go to nearest defend points
tf2: updated sniper and sentry and exit building based on current attack or defend point on cp maps
tf2: bots can now high five
tf2: fixed bots attacking sentries from distance
tf2: sentry and sniper placement changes
tf2: added new medic dode
tf2: waypoint autofix 1 command fixes senty waypoints etc with no area on cp maps
tf2: fixed snipers getting stuck
tf2: snipers hide when enemies see them
tf2: spies don't deliberately lose their disguise unless they think enemy is targeting them
tf2: ubered bots don't change to shotgun or melee if they have explosive weapon ammo
tf2: fixed sentry waypoint selection
tf2: more chance of bots going to point when point under attack
tf2: less chance of bots trying to build sentries upon each other
tf2: medics try not to heal cloaked spies or disguised spies as other team
tf2: when points are updated automatically update bots attack or defend points
tf2: bots try to take cover from demo pipe grenades
tf2: fixed sentry avoidance
tf2: added payload avoidance
tf2: bots can now taunt when messing around if taunts are disabled
tf2: fixed sniper bug
tf2: new debug tools (memory scan and memory check)
tf2: fixed current waypoint being -1 if bot stuck in corner
tf2: fixed demomen detonating stickies at wrong CP when under attack
tf2: improved engineer picking up buildings quicker for moving
tf2: areaonly waypoint is activated when area is under attack
tf2: added new waypoint type "owneronly" - this waypoint can only be used by the owner of the point
tf2: fixed improved engineer building code
tf2: fixed piping and sentry attacking
tf2: improved return to defend code
tf2: bots improved aiming for melee attacks
tf2: quicker waypoint
tf2: if capture point can't be reached bots go to nearest defend point (e.g. cp_steel last cap)
tf2: more probability of defending/atacking points under attack
tf2: within 10 seconds of round end bots will push
tf2: fixed some possible crashes
tf2: fixed - bots go to the correct point under attack to defend
tf2: removed need for setup time in script
tf2: medics jump when the players they heal jump
tf2: fixed rocket launcher aiming
tf2: fixed sniper aiming if sniper can't see the ground of entity
tf2: more probability of bots choosing spy or demoman if killed by a sentry if rcbot_change_classes is enabled
tf2: fixed possible pipe waypoint was unreachable
tf2: bots don't investigate sounds if they have an enemy or were recently spawned
tf2: fixed rocket aiming
tf2: faster pipe waypoint searching
tf2: bots stop spy checking a team mate if they attack
tf2: fixed aiming when piping or spamming grens
tf2: medics don't heal if a player's already being healed by a medic
tf2: sniper improvements, taking cover after shooting
tf2: fixed bug when bots would forget getting the flag if enemy dropped the flag
tf2: if enemy drops flag bots stop returning to intel
tf2: fixed snipers walking while zoomed
tf2: fixed new sentry attacking task behaviour
tf2: medics don't hide from enemy if they are ubered
tf2: bots see spies if they are cloaked with no cloak meter left
tf2: fixed bots hearing cloaked bots moving and walking towards them cloaked
tf2: fixed bots looking back at their healing medic
tf2: improved bots choice of taking teleports or not
tf2: bots become less paranoid after they kill a spy
tf2: bots become paranoid when their sentry is sapped
tf2: fixed demoman pipe trap at flag standing location bug
tf2: improved demoman aiming with grenade launcher
tf2: engineers try to walk round their sentries (requires more waypoints)
tf2: engineers tend not to attack enemies if near their sentry so they can repair it instead
tf2: ubered players dont investigate sounds
tf2: fixed possible bug with ghost sentries
tf2: bots only build teleporters when their sentries are okay
tf2: fixed engineers going to other team resupply after building teleporter entrance after team switch
tf2: engineers go to ther sentries if it is attacking
tf2: improved defence and attack on attack/defend maps(must be set in script)
tf2: fixed a small memory leak
tf2: fixed payload bomb crash
tf2: fixed navigation crash
tf2: bots don't investigate sounds when attacking payload bomb
tf2: fixed crashes in PLR and navigation
tf2: spies try to avoid line of sight of enemies
tf2: improved demoman piping and spamming sentries
tf2: medics don't heal if a player's already being healed by a medic
tf2: sniper improvements, taking cover after shooting
tf2: fixed bug when bots would forget getting the flag if enemy dropped the flag
tf2: if enemy drops flag bots stop returning to intel
tf2: fixed snipers walking while zoomed
tf2: fixed new sentry attacking task behaviour
tf2: medics don't hide from enemy if they are ubered
tf2: bots see spies if they are cloaked with no cloak meter left
all: fixed sv_tags multiple rcbot2 tags
all: fixed possible crash while editing waypoints
all: fixed random function
all: reduced cpu usage with lots of openslater waypoints in a map and lots of bots
all: changed waitopen to waitground waypoint
all: waypoint menu shows number of paths to waypoint
all: added new debug commands
all: you can debug a bot by looking at it with the debug bot command
all: fixed crash bug when bot died on trigger_hurt
all: waypoint distances automatically update during path find
all: fixed debug bot crash when bot leaves server
all: added waypoint commands
all: new commands rcbot waypoint check, rcbot waypoint setareatonearest
all: new commands rcbot waypoint teleport, rcbot waypoint autofix
all: more reliability checks for ehandle (more stable)
all: new command rcbot waypoint shiftareas X Y - shifts all visible waypoints with area X to Y
all: bot remembers last failed path and avoids it next time
all: fixed random function to be less biased
all: fixed unable to select waypoint while editing if on the wrong team
dod:s bots periodically check waypoints where other team may hide
0.85
====
all: fixed player speed
all: improved aiming
all: fixed aiming for head when enemy was crouched
all: new debug commands "rcbot_debug_notasks" and "rcbot_debug_dont_shoot"
all: fixed random waypoint selection if on new map
all: you can now force a bot to go to a waypoint id with bot_goto <id> command
all: added more cost for visible waypoints to an enemy in some situations
all: fixed printing on console jumbled up
tf2: fixed engineers sentry orientation
tf2: engineers place entrance when they spawn
tf2: medics don't run for cover from flag carriers now , they chase them
tf2: engineers try not to place sentries next to each other
tf2: fixed spy checking for too long
tf2: fixed bots shouting "spy" at spawn
tf2: fixed demomen not piping sentries
tf2: improved demomen mortar
tf2: fixed spy crash
tf2: fixed another crash when bots want to change classes
tf2: engineers dont attack an enemy if their sentry is attacking the same enemy
tf2: bots dont hear spy knives as often
tf2: added sentry attacking and hiding from a distance
tf2: engineers dont spy check if their building is sapped
tf2: bots change class after round
tf2: automatic capture point detection if no script (e.g. tc_hydro)
tf2: engineers refrain from reusing same sentry point they tried to build last time
tf2: engineers have better chance building nearby others and in other locations
tf2: spies now sap dispensers
tf2: engineers dont investigate sounds unless they have a sentry up and they aren't carrying anything
tf2: engineers upgrade buildings if they have enough metal instead of trying to get full metal
tf2: demoman pipe/spam task added - untested
tf2: bots don't try to use teleporters or disps if they are sapped
tf2: fixed bots forgetting the last sentry that killed them
tf2: bots don't investigate sounds unless they haven't seen an enemy for a while
tf2: ubered bots don't go back to resupply for ammo
tf2: snipers and sentries have higher enemy factor
dod:s - bots run from friendly fire grenades
dod:s - improved escaping from grenades
dod:s - bots say "cease fire" if under friendly fire
0.80
===
all: bots don't need sv_cheats!
all: deleted rcbot_sv_cheats_warning command and other cheat related commands as they are not needed now
all: waypoint version now 4 : Waypoints made in this version won't work in older versions!
all: added rcbot welcome message (tool tip)
all: waypoint author and modifier info saved in new waypoint
all: added welcome message showing author and modifier of waypoints, author is only saved once
all: fixed far away squad members stopping when leader stops moving
all: new cvar to allow tooltips
all: tooltips for waypoints
all: new squad cvar to increase/reduce frequency of bot squads
all: player joining crash fix (teds suggestion)
all: added 'rcbot util teleport' command
all: added 'rcbot util set_teleport' command
all: added 'rcbot util god' command
all: added 'rcbot util noclip' command
all: added waypoint type 'teleport' (cheat) makes bots teleport from the teleport waypoint to the next waypoint
all: rcbot waypoint drawtype 4 will show automatically generated danger (red = dangerous) waypoints of a bots team, rcbot debug nav 1 and rcbot debug bot must be used first.
dod:s added timeout for snipers and machine gunners if they cant deploy or zoom
dod:s allow bots to crouch when reloading at crouch or machinegun waypoints
dod:s All bot classes can snipe or deploy mg if they pickup an mg or sniper rifles
dod:s bots respond to need mg voice command
dod:s bots try to use secondary melee weapon in dod:s
dod:s MGs move up after 'move up mg' voice command
dod:s MGs move up when they see friendly killed
dod:s bots shoot breakables only if not seen enemy for a short time
tf2: hwguys don't rev minigun if they have the flag
tf2: bots don't investigate sounds in tf2 if they have the flag
tf2: bots can't hear spies attacking with knife behind them unless they know there are spies nearby
tf2: bots listen to footsteps and investigate teammates attacking
tf2: fixed bots spychecking observers
tf2: engineers less probability of changing class when they die if they have many buildings
tf2: spies try more alternative routes
tf2: engineers are more successful at building nearby teammates buildings
tf2: fixed some soldiers not rocket jumping
0.76
====
convar rcbot_sv_cheats_warning: If disabled, bots will try to spawn even if sv_cheats is 1 - use only with admin cvar plugin
convar rcbot_enable_wpt_sounds: Enable/disable sound effects when editing waypoints
changed weapon structure slightly to accommodate projectile speed
altered gravity aiming for projectiles (use convar rcbot_projtweak to tweak)
HPB_Bot2o.dll can be used if rcbot2 folder is not in the users home folder
fixed waypoint path display bug
sprint changes
added waypoint editing sounds
added autowaypointing from RCBOT1 with extras
fixed bug #10 mistake with passed arguments in r285 @ sourceforge bugs
updated default hook offsets
0.75
====
installer: changed installation messages / added correct terms
launcher: fixed exception at start up
dod:s added breakable waypoint for DOD:S (a rocket or grenade is required to break a wall nearby)
dod:s breakable waypoint can be team only
dod:s removed health/ammo waypoint types for DOD:S
dod:s changes to reloading in dod:s to prevent bots clicking their gun too often
all: fixed some waypoint menu glitches
all: changed some captions on waypoint menu
all: added some pathwaypoint commands into waypoint menu
tf2: fixed medics not healing
tf2: medics follow their healing player better
tf2: sentry guns have an even higher priority to become enemies
tf2: hwguys don't waste time revving their minigun if on fire or ubered
tf2: engineer crash fix
tf2: choice of defend waypoint changed in pl maps
0.74
====
installer/launcher : fixed issues with dods install and launcher writing wrong values
dod:s : fixes bots not seeing properly through windows
dod:s : fix bots not proning on sniper spots (again!)
dod:s : bots don't run away from smoke grenades
dod:s : bots aim for the head if visible (more deadly)
dod:s : fixed crash with bots capturing
tf2 : fixed bots wrongly defending or attaking points when switching teams after round reset
tf2 : spy detection changes, bots shouldn't be able to redetect the same spy if it has changed disguise and gone out of sight
tf2 : spy detection improvement: bots seeing teammates shooting spies will shoot them too
tf2 : spy detection improvement: spies who are cloaked and on fire can be seen
tf2 : bots detect a spy if they are cloaked, on fire and no spies on team
tf2 : fixed on fire detection (medics heal at a higher priority)
tf2 : bots shout spy if they see an undisguised enemy spy
tf2 : bots remember spies that killed them
tf2 : changes to enemy following
tf2 : simple spy checking - bots melee the air, pyros fire flamethrower
tf2 : update bot shooting fov
tf2 : bots don't listen to cloaked spies
tf2 : fixed sniper bug with snipers running on the spot
tf2 : changes to spy detection and engi building
tf2 : fixed engis not placing moved objects (esp. dispensers)
tf2 : scouts jump around sometimes from waypoint to waypoint
tf2 : extra spy checking, bots might melee friendlies searching for spies
tf2 : bots try to go back to their last seen medic for health (it may also be a spy)
tf2 : ammo/health pickup changes, bots should change task if they suddenly picked up health or ammo
tf2 : possible crash fix for demoman
tf2 : engineer bots place a sentry when they hear 'put sentry here' voice command while moving a sentry
tf2 : bots check for spies again if they hear a 'spy' voice command
tf2 : medic crash bug fixed
tf2 : fixed blue team bots now don't defend the point on attack and defend maps
tf2 : engineer bots place moved object better if being attacked
tf2 : bots see teleporters quicker so they use them more often
tf2 : scouts automatically double jump off new waypoint type "fall" to save fall damage
tf2 : fixed gameevent debug crashing
tf2 : changes to sniping/when area changes bots change position
tf2 : changes to engineer building to increase build success
tf2 : bots should be able to seee sentries better from below
tf2 : engineer bots should think about moving their objects after a point is captured
tf2 : bot belief updated properly for sentry guns
tf2 : bots choose more dangerous places to defend over the safest
tf2 : fixed snipers not moving when sniper waypoint changes area and when they run out of ammo
all mods : new sophisticated waypoint menu
all mods : default waypoint drawtype is now 3
all mods : waypoint visibility percentage shown
all mods : new waypoint type "fall" (fall damage)
all mods : fixed crash in debug hud with looktask string error
all mods : fixed bad memory allocation errors
all mods : reliability fix for cfindpath task
all mods : more debug hud info
all mods : debug crash fixes
all mods : changes for linux
all mods : fixed bug when bots wouldn't change weapon when they were out of ammo
all mods : aiming system changes, better aiming, especially for stationary targets
all mods : bots turn quicker on ladders to improve climbing success
all mods : fixed bots looking at waypoints wrong
all mods : improved ladder climbing (make sure waypoint YAW is facing the ladder)
all mods : bot debug hud more information
0.72
====
all mods: please move rcbot2 folder to users home folder i.e. /users/<name> or ~/
all mods: Vfilesystem update
all mods: rcbot2 sv_tag
all mods: rcbot_ffa cvar , if 1 bots shoot each other disregarding teamplay
all mods: fixed bug with bots jumping etc at the wrong position
all mods: new debugging command 'rcbot debug hud' if 1, shows your debug bot info on screen
tf2 : fixed engineer facing the correct way when building
tf2 : fixed crash bug with engineer
hl2dm: bots use ammo crates if they need ammo
hl2dm: bots using buttons for lifts in hl2dm (need lift waypoints)
hl2dm: bots dont shoot explosive oildrum breakables
hl2dm: bots shoot breakables in the way
hl2dm: bots go to snipe points if they have crossbow
dod:s : bots prone when sniping on prone waypoints
dod:s : added prone waypoint
dod:s : machine gun changes -- bots shouldn't shoot from afar without deploying
0.71
General
-------
all: using optimized sin/cos
all: fixed random crash to do with weapons (all mods)
all: fixed, all mods: weapon updating
all: fixed bug - bots not listening to other players (improves combat)
all: fixed 'you do not have access to command' after map change (all mods)
all: fixed divide by zero error
all: fixed waypoint radiuses not being updated when bots touched waypoints
all: changed bot touch waypoint behaviour
waypointing: automatically add crouch waypoint if player is holding crouch button
waypointing: added waypoint add <type> <area> e.g. rcbot waypoint add sniper 3 (adds sniper waypoint at area 3)
waypointing: added pathwaypoint removefromto <id> <id> , and pathwaypoint createfromto <id> <id> commands
waypointing: smaller crouch waypoints
TF2
----
tf2: spies attack enemies on the point when disguised
tf2: spy detection changes (if enemy is disguised as team spy and decloaks they don't detect the spy as long as everything else checks out)
tf2: spies uncloaking when capturing point / spies defending point by attacking any enemy on point within a distance (cvar)
DOD:S
-------
dods: extra waypoints for stock maps thanks to genmac (alencore)
dods: bot's step back from bombs before they explode better
dods: fixed a class bug where bots just stood still and did nothing
dods: added command rcbot_nocapturing for custom maps/modes
dods: bots can plant bombs that block paths (new waypoint 'bombtoopen')
dods: bot choose to plant bombs in less dangerous capture points
dods: defending/sniping - bots will crouch at crouch waypoints
dods: improved flag/bomb detection/fixed number of capture points bots thought were available
dods: bots support flag and bomb capture points on the same map
dods: support for shooting breakable objects (new commands rcbot_shoot_breakable_dist, rcbot_shoot_breakables)
dods: fixed bots interrupting other bots defusing or planting
0.7
General
---------
- fixed waypoint visibility table saving & loading
- bot belief (danger) changes
- learned bot belief is saved across maps
- opens later waypoint now works
- bug with finding enemies fixed
- getprop system updated
- CPU optimizations (requires increasing vis revs - see individual bot profiles)
- a nested move+look priority system
- general optimizations
- rewritten getprop code
DOD:S
-----
- support for DOD:S
- support for capture flag maps / bomb maps
- comes with dod_anzio, dod_colmar, dod_avalanche and dod_jagd waypoints
- requires qaypoints for other maps to work for them
- bots support attacking and defending
- sniping
- machine gunning
- radio commands
- automatic class changing
- 'smart' capturing decisions
- grenade throwing
- understand smoke grenades
- bots can go prone
- bots run for cover when reloading and when they see a grenade
- bots can climb up and down ladders if waypointed properly
I just need to add bomb map support and fix a few things and it should be ready
HL2DM
-----
- normal weapon switching depending on ammo/distance
- bots picking up objects with grav gun and shooting enemies
- ladder climbing
- sprinting
- bots jumping over obstacles
- bots using chargers (armor/health)
TF2
---
- hooks player move function so all the pyro/gravity/rocket jump/double jump/hw guy bugs are fixed
- doesn't crash when tf bot is added
- engineers move their buildings
- sniper bug fixed when they look into the sky before sniping
- waypoints for some event maps and others (thanks community)
- many medic improvements
- bots fight halloween bosses (added cvar rcbot_bossattackfactor)
- bots shout 'activate uber' when being healed and can be ubered if they want to be ubered
- spies choose diguise classes better
- engineers place dispensers more reliably
- spies cloaking/decloaking better when they see an enemy
- bots push on overtime and when nearby players say 'go go go' or 'move up'
- spy cloaking changes
- heavy minigun rev up changes
- bots only shoot when nearly looking at enemy (added cvar rcbot_enemyshootfov)
- bots dont listen to medics using medi guns or engineers using wrench
- fixed bots aim jitter in tf2
- engineer on blue team (attack map) bug fixed when wanting to place teleports
- bots no longer pick up health if they are being healed by a medic
0.65
update: waypoints for some event maps and others (thanks community)
change: medic improvements
added: bots fight halloween bosses (added cvar rcbot_bossattackfactor)
added: bots shout 'activate uber' when being healed and can be ubered if they want to be ubered
change: spies choose diguise classes better
change: engineers place dispensers more reliably
change: general optimizations
change: rewritten getprop code
change: spies cloaking/decloaking better when they see an enemy
change: a nested move+look priority system
change: bots push on overtime and when nearby players say 'go go go' or 'move up'
change: spy changes
change: bots only shoot when nearly looking at enemy (added cvar rcbot_enemyshootfov)
change: bots dont listen to medics using medi guns or engineers using wrench
fix: bots aim jitter in tf2
fix: engineer on blue team (attack map) bug fixed when wanting to place teleports
fix: bots no longer pick up health if they are being healed
0.63
- fix for TF2 update
- implemented lift waypoint (bots dont think theyre stuck on them)
- interface changes so RCBot2 may be more compatible with other non supported mods for testing
0.62
- fix for TF2 update
0.61
- added support for simple Special Delivery mode
- added waypoints for sd_doomsday (Edited from Fillmore's)
- added waypoint type 'flagonly' (only bots with the flag can go this way)
+ useful for special delivery type maps
- added waypoint type 'noflag' (if bots have a flag it will be dropped here)
+ useful to stop bots taking shortcuts that might go through a respawn area
0.6 private Beta
- spies only remove disguise on the flag point
- engineers stop trying to upgrade buildings when they are out of metal
- flag carriers don't melee
- spies only voluntarily lose their disguise at the flag point if it isn't carried by a team member
- more chance of medic ubering
- more chance of bots facing their last enemy when looking for them
- engineers crouch when building for the first time to upgrade the building
- bots follow flag carriers always
- spy bots attack engineers if their buildings are sapped
- bots detect spies on contact (if they get stuck and see them)
- bots go back to defend the push cart if it is being pushed
- fixed engineers not looking at their sentries while looking after them
- fixed bots not going to cart sometimes
- fixed bot teleporter issue
- fixed rcbot control command crash
- avoid code improved
- added rcbot_avoid_radius / rcbot_avoid_strength commands
- bots say 'thanks' if you upgrade their bulidings
- new bot utility system, max/min utilities can be changed by an external CSV (excel compatible) file
- i.e. flexible bot behaviour that the user can control for certain types of maps (e.g. attack defend)
this will give the engineer bots (for example) hints on what to build first in an attack map as opposed to a defend map
and scouts whether to go for the flag/cart or just plain roam around
this will be added by included two CSV files (attack/normal - i.e. defend) that can be edited in excel, or notepad, or any other csv editor
- attack_util.csv in config folder
- normal_util.csv in config folder
- higher priority for bots to shoot enemies attacking the point
- source change: easier for bots to say and hear all voice commands
0.58
- TF2: bots already capturing the point don't return to defend points if they're being captured
- Orange Box: compatible with orange box HL2DM and other orange box mods
- returned bot spawn system back to normal for mods other than TF2
0.57
- hwguys rev mini gun at dangerous locations
- spies no longer trie to shoot sentries/instead focus on sapping/attacking the engi
- added: rcbot_rocket_pred <value> command , a multiplier for
adding prediction to soldier rockets/demoman grenades. default: 0.45
- fixed: spies try not to uncloak when enemy is facing them
- bots use dispensers more
- bots change classes automatically (use rcbot_change_classes 1 command)
- bots no longer cry SPY when a player is disguised as their enemy team
- new waitopen waypoint type for arena/koth maps where waypoints can only be used once the point is open
must use :arena_point_time:<seconds> in script
- updated waypoints for koth_nucleus , koth_viaduct, cp_steel and more
- + various spy tweaks
- fixed: a loop in medic behaviour
- changed: weapon selection method in TF2
- waypoint belief change / route waypoints chosen based on bot's belief
- waypoint belief change / waypoints bots took change belief when they get killed
- add: new ":attack_defend_map:1" in bot map script to let bots know reds are defending on this map
- spies sap teleporters
0.56
- engineers favour building sentries up to level 2 before
building a teleporter exit (attacking engineers don't worry)
- bots detect uncloaking spies
- spies use sappers
- snipers fixed
- spies backstabbing improved
- engineers remove sappers from sentries & dispensers
- default rcbot_anglespeed value reduced to 8
- spy notice time reduced significantly
- spies plan to backstab from afar
- fixed memory leak
- medics try to heal more often
- demomen place & detonate stickies
- new command "rcbot waypoint show <wpt id>" (shows a line to a waypoint ID)
- fixed cp_steel and pl_goldrush waypoints
- new config.ini for setting up bot cvars
- fixed defending payload bomb in cart maps
0.546 beta!
- fixed bug with pathfinding
0.545 beta!
- fixed with latest Tf2 update
- engi's build teleporters again
- bots use teleporters again
- improved engineer building detection
0.54 beta
- works with latest TF2 updates
- engineers don't listen to things when building
- improved path finding algorithm speed
0.53 BETA
- added: allowed bots to take different routes (needs updated waypoints with "route waypoints")
(Works with supplied cp_dustbowl waypoints)
ONLY WORKS ON CTF/CP maps with UPDATED WAYPOINTS
- fixed: spies remove disguise when trying to capture point
- added: arena_point_time:<time> in script for arena maps
- added: route waypoints (givetype route), make these the same area as
attacking position (0 if ctf map) and give team type if appropriate
- fixed: bots roaming instead of defending issue
- fixed: reduced engineer wrenching distance
- changed: increased spy attack distance with knife (still to improve)
- changed: reduced soldiers need to use shotgun a little
- added: bots return to cap point or flag if intel/cap point is being taken
- allowed additions of editing up to four waypoint types at once
- rcbot waypoint add <type 1> <type 2> <type 3> <type 4>
- rcbot waypoint givetype <type 1> <type 2> <type 3> <type 4>
to fix... Snipers still face wrong way...
0.52
- sniper changes (they shoot more with sniper rifle) -- bug still exists where they face the wrong direction sometimes
- snipers no longer look around to listen to sounds when sniping
- fixed possible engineer crashes
- fixed possible medic crash
- fixed possible divide by zero crash
- added support for defend waypoints on PL/PLR map scripts
- rcbot waypoint load <mapname> command, (use "rcbot waypoint save" after loading)
- added 'class' in bot profiles
- medics keep healing if looking away from healing player
issues/todo:
[] spies still cannot sap (*engine issue?)
[] demo's cannot set pipe traps (yet)
[] bots don't always use teleports (some situations only)
KNOWN limitations:
All of these limitations are effects of the Orange Box SDK lack
of 3rd party bot support, which are caused by the double speed/double
timing issue:
[] bots still cannot crouch
[] pyro's flame still does not show
[] sometimes engineers can't select wrench
[] other bots sometimes can't select the weapon they want
[] sometimes bots use melee weapon from long range
[] soldier rocket jumps are not perfect
[] scout double jumps are not perfect
[] bots can still move when bonked
0.51
- supports latest classless update
- supports capturing on KOTH maps
- supports capturing on ARENA maps
0.5
- readded an 'altered' bot belief waypoint system
- fixed a general crash
- fixed an engineer building crash
- rcbot waypoint cut
- rcbot waypoint copy
- rcbot waypoint paste
- performance command rcbot_visrevs (default 8, 8 maybe good enough) *REDUCED VALUE*
- performance command rcbot_pathrevs (default 40, 20 maybe good enough) *REDUCED VALUE*
- new "areaonly" waypoint type
- new rcbot waypoint drawtype 2
- added scripting for CP/PL maps (currently supported: cp_dustbowl/granary/badlands)
- PLR support
- added profiling for developers (rcbot debug profile)
- Reduced Bot FOV to more realistic value
- changed attacking code. attack code is now non-task based and runs simultaneously with bot tasks
- changed spy attack code
- added better bot choice of enemy, e.g. flag carriers have higher priority/ and spies/medics
issues:
engineers can't select wrench sometimes
spy attack still not perfect
0.46
- provisional Support PLR maps
- Support for CP_Badlands, CP_well
- provisional Support for PL maps - thx The_Shadow
- Bots listen to players attacking
- reduced bot waiting time on health to 5 sec minimum
- Added bots belief which will let them take different paths
- command : rcbot_beliefmulti, increase it to be more effective.
- Added rcbot waypoint menu, to add waypoint types (incomplete) need to press ESC to use.
0.43
- Provisional Support for CP Granary
- Fixed crash bug
- Engineers upgrade team mates dispensers and sentries
0.42
- Fixed working with scout update
- Fixed bots not using teleporters
0.4
TF2 updates
- fixed bots not looking at enemies shooting them from behind
- fixed heavys from jumping whilst shooting
- fixed taunting bots from moving and shooting
- helped bots not shooting correctly & not seeing enemies on ledges above them
- medics healing
- medics ubercharging (only when healing player is low on health or medic is low on health at the moment)
- new waypoint version (For use with CP/PL maps / not supported yet)
- added waypoint radius' (use 'rcbot waypoint drawtype 1')
- added waypoint areas (for different map types soon)
- possible crash bug fixes
- improved snipers
- bots now look ahead of where they want to go (gives some more realism)
- stopped bots from using rocketjump/double jump waypoints if they cant use it
- added 'defend' waypoint type
- added 'rcbot_defrate' rate at which defensive bot classes defend at (default 0.35)
- changed rocket jump code again!
- reduce bot speeds again!
- improved engineer building
- added teleporter entrance / teleporter exit waypoints
- engineers build teleporters
- engineers upgrade teleporters and dispensers
- engineers stay by sentry and hit it with wrench occasionally if nothing else to do
- added 'rcbot_wpt_pathdist' command, use to reduce/increase distance for automatic waypoint paths to be made at
0.3
TF2 updates
- Bots use waypoints for sniper/sentry facing positions
- bug fixes with enemy conditions
- bug fixes with moving to a waypoint
- rocket jump improvements
- bot task improvements
- sniper improvements
- engineer building improvements
- melee weapon fixes
- scouts and bots with flag don't follow enemies
- fixed custom MOD directories for ini file
- using mersenne twiser randomiser / seeds when loaded
- fixes only soldiers joining tf2 bug
- engineers build up to level 3 sentry and also level 1 dispenser near sentry
- bots use teleporters
3.
fixed: crash when players leave server
2.
added: bot profiles (key value pairs) in ini files in rcbot2/profiles folder
added: force bots to select a specific weapon/team/model/name in bot profiles
fixed: waypoint types message
fixed: min_bots cannot be equal to or more than max_bots
fixed: bad copy & paste job causing bots mod not to be picked up therefore bots stand still and do nothing on client listen server
added: support for HL2DM Teamplay
1.
added: new command 'config max_bots' and 'config min_bots'
added: new command 'users show'
added: new command 'kickbot'
added: new command 'rcbotd' for dedicated servers
fixed: GPL license display messages