Comments (12)
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?
from fun-bots.
Yeah man, we tried everything only spawn on team x, but players dont like that on CQ
I run 1.7.1.4 bots
from fun-bots.
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.
from fun-bots.
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
from fun-bots.
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.
from fun-bots.
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...
from fun-bots.
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.
from fun-bots.
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.
from fun-bots.
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.
from fun-bots.
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...
from fun-bots.
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.
from fun-bots.
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.
from fun-bots.
Related Issues (20)
- I can't play the MP_Subway map in funbot 2.7.1 HOT 4
- Add “temporarily stop moving” option in ALT “bot command” menu HOT 1
- routine in bot can crash server on end round HOT 10
- Crash report HOT 18
- Bots can't handle guns in Gun Master HOT 9
- Menu not showing GUI HOT 2
- Bots walk on vehicle paths HOT 7
- Game crash at end of match (2.8.0-dev5) HOT 2
- Rubberbanding (2.8.0-dev5) HOT 10
- Vehicle aim adjustments HOT 1
- Path editor Loop and Reverse HOT 1
- Gun Master Bots infinite M-SAW HOT 1
- Some maps in Squadrush mode are invalid. HOT 1
- Auto kill bots that have unknown current objective HOT 5
- Auto Label Finder
- Bots unknowningly walk instead of following traces movement | Tank having trouble with first node HOT 1
- Force dead\awaiting to spawn bots on base path connected to one MCOM remaining HOT 1
- Bot stuck defib HOT 2
- Delay spawn of Bots in Jets
- Add config option to randomize bots' attachments
Recommend Projects
-
React
A declarative, efficient, and flexible JavaScript library for building user interfaces.
-
Vue.js
🖖 Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.
-
Typescript
TypeScript is a superset of JavaScript that compiles to clean JavaScript output.
-
TensorFlow
An Open Source Machine Learning Framework for Everyone
-
Django
The Web framework for perfectionists with deadlines.
-
Laravel
A PHP framework for web artisans
-
D3
Bring data to life with SVG, Canvas and HTML. 📊📈🎉
-
Recommend Topics
-
javascript
JavaScript (JS) is a lightweight interpreted programming language with first-class functions.
-
web
Some thing interesting about web. New door for the world.
-
server
A server is a program made to process requests and deliver data to clients.
-
Machine learning
Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.
-
Visualization
Some thing interesting about visualization, use data art
-
Game
Some thing interesting about game, make everyone happy.
Recommend Org
-
Facebook
We are working to build community through open source technology. NB: members must have two-factor auth.
-
Microsoft
Open source projects and samples from Microsoft.
-
Google
Google ❤️ Open Source for everyone.
-
Alibaba
Alibaba Open Source for everyone
-
D3
Data-Driven Documents codes.
-
Tencent
China tencent open source team.
from fun-bots.