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Joe91 avatar Joe91 commented on August 9, 2024

You can choose the bots to only spawn in one team.
I will have a look at all these points...
Do you have more information on maybe an error-message when the server crashes?
And can you please provide the Version you are using?

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 avatar commented on August 9, 2024

Yeah man, we tried everything only spawn on team x, but players dont like that on CQ

I run 1.7.1.4 bots

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Joe91 avatar Joe91 commented on August 9, 2024

In this Case please just update to V2.0.0.0 or to the latestest master_v2 branch.
V1.7.1.X is quite buggy since it was completely in our rework phase. If it still happens in 2.0, just let me know. If you want a quite stable version, you should use 1.7.0.19.

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 avatar commented on August 9, 2024

oof. we wil update asap.
Should i open a new issue for other cq related spawn idea ?

Dear Joe,

thank you for the progress so far. The vu community ows you. The playability is depending alone on your practice.

i am designining maps for bots now edit: botmaps=traces for bots. It so happens that the bot team looses all objectives for one. Can we add spawn on closest bases to circumvent spawntrapping on disadvantageous off objectives

Ideas:

add spawn on bases too if 1 objective left to prevent spawnloop & map chokepoint lockdown

optionally activate spawn on bases if only remote objectives are left

alternatively, add spawn at 0.1 on bases

Regards

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 avatar commented on August 9, 2024

Thanks for the tip with the bots on one side, it seems to be a viable option with disclaimer -no offense- the attention //reputation of my server, if players who are used to full servers pick up on it.
fingers crossed
See you soon.

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Joe91 avatar Joe91 commented on August 9, 2024

The spawn with the base is already implemented in the current master (V2.0)
I added the factor for the balancing of the team. So this should result in always more bots in the opposite team of the players.
What do you mean with the spawn-trapping? Right now You should provide a path to every other objective from one objective. This can also be done by creating just one or two long paths, that connect all objectives. These paths should be lableled with all objectives. Then the bots can always come back to the happening of the game. This already works fine on most of the recorded maps.
If you need a little support in the recording, jsut contact me on discord, then we can chat or talk a little about it and I can improve the documentation...

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 avatar commented on August 9, 2024

Hi joe, we are running the bots v2. Yet, we couldnt see wether the team overflow issue 1 persists.

On maps, the balance was shifted further back generally. the bots are in a disadvantage, because they dont squadspawn

idea:
only spawn on bases, when 1 checkpoint is left, since it tips the balance strongly in favor of the loosing team.

idea2 to let the bots spawn on alternating bases if they spawned on 1 objective for too long, so the battlefield feels more achieving. This could be achieved with dropping the objective on purpose by prioritizin others when another objective is secured. This would mean the bots hold tactical flags over time.

idea2b maybe already in place, as i cant test it rn.
add prioritizedSpawn so it prefers "Spawn X" for x e teams to Y for y e Flags after 15min on 1 objective to rotate the map.
to drop the objective on purpose by prioritizin others when another objective is secured.
This would mean the bots hold tactical flags over time.

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 avatar commented on August 9, 2024

My definition to spawntrapping
a game where a missing nuke team or changing in spawn strategy/ policy/ logic, the spawn is the limiting factor.
Here the game becomes a basecamp on the least advantageous bot objective if they a pushed on the other side to be allowed access where attacking teams wait on the spawn of the defending team, wherein the bots hold 1 objective based on attending to spawn delay, mentality: total war bot and unfaultered motivation and personell for ever same movements.

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 avatar commented on August 9, 2024

The recent changes are working great. thank you.

I noticed The spawndelay has changed and was deleted form the config. High SpawnDelayBots is a great deal for conquest small and rush.

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Joe91 avatar Joe91 commented on August 9, 2024

The spawn-delay of the bots is now exactly the same as a player has. But it should be possible to add a factor to it...

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Firjens avatar Firjens commented on August 9, 2024

Hey, can you split this issue up in multiple issues? (One issue per bug, feature or enhancement). This allows us to appropriately link each issue to a pull request, discussions and more.

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github-actions avatar github-actions commented on August 9, 2024

This issue has been automatically closed because there has been no response to our request for more information. With only the information that is currently in the issue, we don't have enough information to take action. Please reach out if you have or find the answers we need so that we can investigate further. See this blog post on bug reports and the importance of repro steps for more information about the kind of information that may be helpful.

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