Documente Academic
Documente Profesional
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V1.1
V1.2
V1.4
V1.4x
V2.0
V2.6
+ Changed the way all the addbot commands work. Instead of actually adding
a bot it'll add it to a bot creation queue.
+ Made APMD apply to adding pathes
+ maxbot/minbot now "works"
+ Made the AIM_OFFSET_X/Y/Z actually do something..
+ Made them reaim at enemy every 0.05 second (at least I think its in seconds)
+ Fixed timer_pickup to recieve the correct value
+ Menu to choose which team to kick a bot from
+ Fixed "Unnamed" bots.
+ Changed them from making their enemy's position their destination.. (Stopped
them from idioticly running up to an enemy.. No one actually wants to reach
the enemy's location while they're shooting at them...) (commented out
in the first few lines of BotDoAttackMovement)
+ Initialize msec values in ServerActivate (Supposed to fix slow-mo)
+ Added ability to choose which team to kick a bot from
+ Fixed them from having an extra new line at end of their chatting.
+ Fixed their weapons menu and hopefully all that was messed up with
the weapons due to the port to 1.6 (they were buying "restricted" weapons
because the configurations and everything was wrong)
+ Fixed NUM_FOR_EDICT error (hopefully... made it check if edict is null
before running ENTINDEX)
+ Botskill.cfg is now fully interpreted and I've tweaked all the settings in it
+ Changed Their turn speeds to be more realistic...
+ Made Zooming affect their Turn Speeds
+ Put most of the ClientCommands into Podbot_ServerCommands
+ Added Personality argument for addbot.
("pb addbot [skill [personality [team [model [name]]]]]")
+ Added Skill, Personality, and Model for fill server
("pb fillserver [skill [personality [team [model]]]]")
+ Added Menus to include the 2 above changes and also added a random for
skill level.
+ Changed - Bots shouldn't make bots-towers on ladders anymore (they test all
the ladder right now - not only if the current WP is used by another bot
- like it was before).
+ Changed - the creation of the visibility table doesn't lag the server
anymore.
+ FIXED - the WP editor - now You should more easy and more precisly point
the WP You want to manually make the path connection.
+ Fixed problem with hostages (bots ignored them a lot instead pickuping them).
+ Changed the behavior of finding goals (it was too much randomized - almost
not related to the current bot "feeling" - now the weight between random and
"feel" choice of the goal is changed more to the "feel" - twice more than
random). So now they should focus more on the "mission".
+ FIXED another problem with hostages (few times pickuped by a bot the same
hostage).
+ FIXED (my) mistake in the waypoint editor - now when You point some waypoint
- the manual path connection will be done with that pointing WP. If You have
some trouble with pointing a WP - just try to point the middle of its height.
+ Added 2 new cvars requested by Austin: pb_bot_quota_match
and pb_bot_join_team.
+ Added - You can set the debuggoal index from the WP menu from "Options".
On the same page You can switch it off.
+ Added the new cvar pb_ffa which swiches to on the Free For All mode (bots
will kill also their teamnates).
+ FIXED problem with throw flashbang at round start at cs_militia.
+ Approved a bit unstuck code at round start (still not perfect yet.
+ FIXED - they should look at the wall less (again).
+ Changed - bots should be harder now (requested by a lot of people).
+ FIXED usage of time frame interval value in the code (to predict the position
of the enemy in the next frame or so).
+ FIXED and re-written bots hearing stuff (bot are affected by their
own-sounds, are affected also by sound of teamnates and also the distance
from the source of issued sound to the bot has the influence for this what
the bot can hear.
+ BOTS will shoot more often through the wall (because of the fix above).
+ FIXED - for pb_bot_quota_match parameter the spectators or team unnasigned
human-players aren't counted.
+ FIXED problem with breakables the bot is trying to pass because
the waypointer made the connection through it.
+ Changed - The values of cvars are taken as pointer members now
(the addresses-pointers are cached at the initialisation of the vars, then
- instead using CVAR_GET_FLOAT (which is taking too much time) there are used
the values addressed by these pointers to the cvars (main idea taken from
AMX MOD X - thanks to BAILOPAN)
+ Changed - Bot should look at the head of the pickuping hostage instead
of his stomach...
+ Changed aiming system to make bots harder again
+ FIXED bug with shoving/pushing hostages intead pickup/use them by bots
+ Changed the system of finding bombs by CTs (before they were trying to go
to the closests goal WP, then they were choosing randomly another one;
currently if they chose some goal WP and they are near it and they cannot
hear the bomb, they check some farer away goal WPs - to prevent visit for
example 5 goal WPs at the same bomb site if they cannot hear the bomb
at that bomb site).
+ Changed - Bots should camp a bit more often instead rush all the time
(again).
+ FIXED - Bots aim better the moving target.
+ Changed - in fireing weapons - they should have really little pauses between
shooting. It makes them harder again.
+ Added the possibility to switch on/off radio command usage and reaction
on them (as a side-effect). You can change this setting by pb_radio 0/1.
+ Changed - bots should camp more often if they have some sniper weapon,
they shouldn't if they don't have any rifle or any sniper weapon (except
they defend for example the planted or dropped bomb or so).
+ FIXED bug with bots not changing the camping direction every few seconds.
+ FIXED bug with bots unable to unstuck for long period time (unstuck code
works much better again).
+ Changed - bots should find better the planted bomb according to this what
they actually can hear (if in some area the bot cannot hear the bomb
- he marks all goal waypoints in that area as "visited" without necessity
checking them separately - i wasn't implemented correctly in V3B16a).
+ Changed - bots are more forced to rescue hostages after pickuping them
(it happened a lot of times the bot got a hostages, then he was walking
around the map instead to go to the rescue point).
+ FIXED bug with bots not planting the bomb (while debugging I saw the bot
"thinks" it has mp5navy instead C4 instead in its hands, but it even haven't
had mp5navy at all).
+ FIXED bug with pb_minbots not working correctly since pb_bot_quota_match
has been implemented.
+ Added - the bots hould run better on higher fps PC (some addition to msec
code calculation).
+ FIXED - the bots should react on a sound better again (I've noticed a lot
of times I was fireing at them and they weren't reacting at all like without
hearing me).
+ Added/fixed - the bots should switch to better weapon after hearing the enemy
nearby (except they are planting/defusing the bomb). Because of that they may
use nades less often.
+ FIXED - when the bot shoot at the enemy behind the wall, he shouldn't hit him
the same way as he could hit him while seeing him (for example by one shot
into the head). It should be more randomly now.
V 3.0 metamod Build 18c
+ FIXED - the bots shouldn't shoot at the exact position of the enemy behind
the wall anymore.
+ Changed minimum delays of some weapons (to get them more accurate for longer
distances).
+ Changed - blinding bots by AMX/AMX X ATAC plugins should affect them better.
+ Changed - the bots should better escape from bombzone (CTs - if they don't
have any chance to defuse - too small amount of time; T - about 20sec
to explosion; psycho T's don't care)
+ Added - the bots should use the shield much better than before (attackers
don't try to loose the whole ammo, defenders - they are trying to cover by
it better and shoot with a pistol so often as possible).
+ Optimized the usage of CS messages by using static instead dynamic variables
(should reduce again the CPU usage).
+ Changed - the bots should use the shield much better than before.
+ FIXED targeting VIP's first by Ts on as_xx maps.
+ Changed - for linux i386 (32 bit) compiled with gcc4.1 (the new crosstool -
big thanks to ghost_of_evilspy) - the old library libstdc++5 will not be
necessary anymore to load the binary file (podbot_mm_i386.so).
+ Changed - if bots get stuck on ladders with teamnates they should try to go
to some previous waypoint (near the ladder).
+ FIXED some litte problem with breakables (the bots failed to break
a breakable if the path between 2 waypoint across a breakable was longer
than 128 units - very rearely bug).
+ Added the new function to the Waypoint Editor - pb wp clean (as the console
command only).
This function cleans up some stupid and unnecessary connections. If there is
no argument, it takes as the argument the nearest waypoint and it checks its
paths (for example if there are 3 connections - 1 to a farer away WP between
2 placed nearby or so). You can also put as an argument the WP index number
You want to clean. You can also put the string "all" (without qutes as
an argument - pb wp clean all) - it will cleanup all unnecessary connections
from the map. I'm using this function to remove bad connections created
by some beginner Waypointers (also created by me few years ago).
Note - sometimes after using this function with argument "all" You can also
loose about 1-2% of the connections they were expected (as done correctly),
but because of the big advantage in cleaning up the map from bad connections
it's really recomended if You want to re-waypoint some map waypointed some
time ago by some poor waypointer. It reduces the time to make waypoints from
scratch. If You have the map covered correctly by waypoints You need only add
few waypoints like jumps, camps, Team specific, goals, rescue etc and more
than likely You can finish waypointing the map in an hour. If this function
will delete some paths they were expected - the WP editor will tell You
if there is any broken connection while saving pwf - so You don't need to be
afraid of using this new function.
+ Added facing filtering and fixing shaking the bot all the time.
+ FIXED problem with bot towers on ladders (the bot goes away from the ladder
and it waits a bit if a teamnate is already using the ladder).
+ Changed WaypointNodeReachable function for adding waypoints and selecting
a better alternatives if the waypoint is in use by someone else.
+ Improved omitting the obstacles with strafing (unstuck code).
+ Improved detection if the bot can move forward/back (unstuck).
+ FIXED small problems with collecting experience data.
+ FIXED problem with looking at the strange direction while camping.
+ FIXED small problem with reloading the weapon.
+ Changed - the function WaypointAdd is rewritten a bit to prevent making
stupid connections, too, so You can now use more effectively the function
AutoWaypointing. All advanced waypointers normally haven't been using it
- because of a lot of stupid connection the function WaypointAdd was creating
(it needed manually clean up all those stupid connections - it was taking too
much time), but since now You can use it (AutoWaypointing) much frequently
to make waypoints for Your favourite maps more effectivelly.
+ Improved aiming at waypoints more accurate now (Waypoint Editor).
+ Changed the info shown for waypoint editor (it shows more info now).
+ Changed the refresh of drawing waypoints (every 0.1 sec separatelly for each
waypoint).
+ Changed a bit aiming the target by bots (taken some idea from YapB).
+ Added some commands concerning to experience data:
pb experience show - shows the data stored in the pxp file
pb experience test_a_T ind1 ind2 byPathType - shows the path the Terrorist
bot would like to choose from WP ind1 to WP ind2 according to kind
of algorithm:
byPathType = 0 - the shortest way according to distances between waypoints
(used by aggressive bots),
byPathType = 1 - the shortest way according to distances between waypoints
and to the collected experience (damages collected - used
by normal bots),
byPathType = 2 - the shortest way according to collected experience (no
matter what is the distance between waypoints - used by
the most scaried bots).
pb experience test_a_CT ind1 ind2 byPathType - shows the path
the Counter-Terrorist bot would like to choose from WP ind1 to WP ind2
according to explained above byPathType parameter.
pb experience test_a_CTH ind1 ind2 byPathType - shows the path
the Counter-Terrorist bot (with following him a hostage/hostages)
would like to choose from WP ind1 to WP ind2 according to explained above
byPathType parameter.
+ FIXED some minor bugs with ducking bots.
+ Changed - if the bot is forced to camping at non-camp Waypoint - it is trying
now to use now the danger direction for that Waypoint instead just pickuping
the random visible WP to camp in that direction.
+ Changed - the bots are sometimes also ducking while shooting from other than
awp weapon (similar to YapB)
+ Optimized again engine messages usage (thanks ghost_of_evilspy and his
jk_botti)
+ Changed the way of checking if custom body parts (arms, legs, feet) are
visible for the bot (to stop random part checks - another cause of shaking
bots).
+ FIXED bug with jumping bots after camping and after reaching the destination
waypoint during the normal navigation movement.
+ Changed the way of calculating the vertical position of landing of
the grenade (if the enemy is above or under the bot).
+ Added the invisibility check, so if the player is invisible, the bot cannot
see him (at least until invisible player is starting to shoot at him - then
- he can see the fire from his gun, so he is trying to answer with fireing
at that direction).
+ Added affecting bots by darkness (thanks to PMB and his RACC code) - same
like above - if in the dark room the enemy is starting to fire at the bot,
so he can see the fire from the enemy\\\'s gun - then the bot is fireing
at that direction, too.
+ Expressed the meaning of pb_detailnames cvar (0 - no skill and no [POD]
prefix, 1 - skill as sufix and [POD], [P*D] and [P0D] prefixes added to
the name; 2 - only the prefix is added to the name (no skill as the sufix
added); 3 - only the skill sufix is added (no [POD] tags added).
+ Added pb_maxcamptime cvar (default 30) - the maximum time You allow the bot
camping in one place - after that time it has to go to another place.
+ FIXED problem with reloading the weapon at the round start.
+ Added - if the bot has less money than 900, sometimes they will try to save
the money by not buying any new weapon.
+ Changed - reverted back - the bot is taking care about the closest sound
instead of the most loud one. The sound is also affecting the bot at least
1 second again (to prevent changing aim direction too often when hearing
something).
+ FIXED - if there is no enemy nearby and the bot is going to pass the door,
the bot is facing the door to open them in the right direction.
+ FIXED - when the bot is turned into the chicken (ChickenMod), it is now able
to pickup hostages and defuse the bomb.
+ Added more code for Ts to better choose the bombzone (if too many enemies
near the closests bomb-spot, the bot is trying to go to another one).
+ Changed - if the bot has more money and already has a primary weapon, he is
buying now a better primary weapon. The bot is not droping the higher price
weapon at the new round start to buy the cheaper one - but in his opinion
- better one.
+ Changed - for linux i386.so version - statically linked with libstdcc++6.so
- big thanks to THE_STORM for figuring it out.
+ Changed - if the bot is chickened, it is not buying any primary nor secondary
weapon anymore (the new coming ChickenMod is forcing the player to drop
the gun, so no reason to lose money by the bot).
+ Changed the code for CTs to better find the planted bomb.
+ Added - since the bots are affected by darkness, they have to use
flashligths. Thanks THE_STORM and Immortal_BLG for tips.
+ Added more info for wrong waypoints connection "Waypoint problem. No path
found" message should also say between which nodes the path is missing).
+ FIXED the bug with radio commands the bots were saying to nobody (if none
of teamnates was yet alive).
+ FIXED the bug with pb_mapstartbotdelay (thanks to Orangutanz to point it out)
and pb_wptfolder cvars not loaded for the first map.
+ Added the new cvar pb_latencybot [0|1] which lets You show one the scoreboard
the string [BOT] instead nothing.
Note - it works only when the bot is adding/creating, so changing the cvar
later doesn't affect any bot already in-game.
+ Changed a bit behavior of using flashlights (no longer used while attacking
or they can hear the enemy nearby - so they aren't easy target anymore).
+ Addded - Bots are buying and using nightgoogles on dark maps.
+ Changed - the bots are no longer trying to use any weapon except knife if
they are zombies.
+ Changed - the bots are trying to hunt/attack the enemies and jump more often
if they are chickens/zombies.
+ FIXED problem with TeamInfo messages, so the bots should know better who is
a friend and who is an enemy now.
+ FIXED problem with bots jumping while shooting from the sniper weapon.
+ Changed some code with pickup/defuse/attack priorities.
+ Changed - the bots as chicken and zombies are hunting their enemies yet more
aggressive.
+ FIXED - Bot better uses the zoom (instead zooming in/out all the time)
of sniper and assault weapons.
+ FIXED - When the bomb is planted the bots wanted to go to the target using
the shortest path (so all of them could get easy get killed by waiting Ts).
Now they are getting the path according to the "danger" data experience.
+ FIXED - Bots were trying to get the same waypoint to camping while defending
some position (for example the planted bomb).
+ Changed - the bots are trying to hit the enemy behind the obstacle more often
now (if he could be seen or heard before).
+ Changed - the bots are not trying to spray so much the ammo for the enemy
behind the wall (just a little bit and with some interval time (15sec) it may
happen again).
+ Changed - Filtering the aiming position to don't switch too often
the position the bot should look at.
+ FIXED - The bot is switching now to the secondary weapon for short distances
to the enemy, when is using the sniper weapon.
+ Changed - The nade throwing - the bot checks where the enemy is looking at
(if visible) to prevent to be an easy target (or throws it at near expected
enemy's position - if the enemy is behind some obstacle).
+ Changed - Some functions more frequently called are using static variables
now, so it should be better optimized in execution now.
+ FIXED problem with bots looking very often at the ceilling.
+ Changed - Forcing CT bots stop camping and trying to defuse the bomb if
the defuser got killed.
+ Changed a bit method of checking if the entity to pickup (i.e. bomb)
is visble.
+ FIXED - bots unable to find the bomb partially visible (by Ts and CTs).
+ Changed a bit blinded behaviour of the bot.
+ FIXED bots trying to avoid an approching grenade didn't check if they may
fall down while moving back.
+ FIXED bots reloading the weapon didn't check if they may fall down while
moving back.
+ FIXED - the bot should answer positive for the command "Follow me" only
in the case it is really going to follow its "user".
+ Changed a bit the check for throwing grenade direction - it should prevent
to throw the nade in weird directions (at least 50% reduced).
+ FIXED - CT bots are finding better the bomb to defuse it if they are nearby.
+ FIXED - bots weren't avoiding the nades throwing in their direction.
+ FIXED - better affecting bots by smoke grenades and flashbangs.
+ Changed - the bots should better aim the new WP while walking (so they should
faster change the direction to go - better following waypoints).
+ FIXED - "Taking fire, need assistance" command was issued even if the enemy
wasn't fireing at the bot.
+ FIXED - the bots shaking and spinning effect (reduced 99%).
+ FIXED - the bots strafing while doing attack movement.
+ FIXED the calculation of the path's length according to the "danger" data
experience.
+ FIXED the problem with spinning bot while throwing nades.
+ FIXED - problem with CT bots not defusing the bomb sometimes (no anyone
nearby and they didn't defuse).
+ FIXED - problem with usage of buttons triggering double door (consisting
left and right part like on cs_chemical).
+ Changed - aiming for moving targets.
+ Optimized the code for lookup enemies - it should reduce the CPU usage about
30%.
+ Changed - optimized the code for unstuck bots (especially when the bot
is stuck with other bots/players).
+ Changed - finding \\\"BestWaypoint\\\" for navigation (if the new WP in path
is used by another bot/player, the bot will take another WP connected with
the previous and next WP only if the next is visible from the prevoius one
- that check was prevoiously missing).
+ Reverted back - the check if the heard/last enemy is far away behind any
obstacle (to prevent look the bots at the wall).
+ Added - if the bot follows waypoints while walking according to the path
and it has to change the direction more than 60 degrees (if it would
continue exactly the same direction - the angle would be 0 degrees) and
waypoints radius is smaller than 17 then the bot slows down for 0.5 sec
and then it continues normal walking. That should prevent the situation
when - i.e. - the bot changes the direction 90 degrees and it hits the wall
instead the door.
+ FIXED - problem with bots looking wrong direction at walking (in most cases
they should look forward, but it may happen they are also looking at danger
position - which isn't forward). That should reduce their looking
at the wall.
+ FIXED - problem with not updating the global experience if the overflow
of experience data was about to happen.
+ Reverted back some function in sound slimulation (the sample of the sound
is now also taken in account for 1.2 sec instead of 1 sec;
the new sample is taken into account if the new sample's volume is higher
than the old one).
+ Added - "pb help" function (i.e. You can write in the console "pb help add"
to see more info about "pb add" command. That function was missing since
the time SpLoRyGoN was coding podbot mm; he haven't had time to do it,
but he really wanted it.
+ FIXED - the code for cleaning unnecessary connections - it should take care
more about any waypoint with JUMP flag, so You shouldn't need to repeat Your
jumps to save them again because the code was cleaning some jumps
connections, too.
+ Changed - the functionality of pb_latencybot cvar. Now when You set it to 2,
it starts to show virtual random ping for bots (it gets random from 30-50
range value).
+ Added new function when the bot is falling down at least half a second,
it should press "use" button (to support parachute AMX/AMXX plugins).
It works only if sv_parachute cvar exists and it is set to 1.
+ Added - when the first player joins a Ts or CTs team on the server and there
are bots only, the round is restarted in 1 second.
+ Removed the check for dead players if the user is with NOCLIP movement flag.
+ FIXED - the problem with radio commands - when the cvar pb_radio is 0, bots
should still react on radio messages (they just don't answer by radio).
+ FIXED - the problem with hostages staying above a bot (i.e. on a box),
the hostage wasn't "used" by a bot. That should also help with defusing
a bomb on a box.
+ FIXED - the problem with fast direction change when the bot is moving and
no enemy around (they should rotate now more smoothly).
+ FIXED - the problem with chat messages not filling the string with a name
of the player the message is related to.
+ FIXED - the problem with chat messages parsing players names with a space
(i.e. if the player had a name "James Bond" in the message string it was
only "James").
+ Changed the delay time bots would answer to chat messages (that should
prevent bots to overflood the chat area).
+ Changed the chat usage - the bots should chat less often (they shouldn't
spam the chat area).
+ FIXED - "shoot at death time" is working now as it should (when the bot kills
an enemy, he is still trying to shoot at the same direction for a random
period - 0.3sec, 1.0sec).
+ FIXED - the problem with bots neverending trying to break some unbreakable
obstacle (after short time that unbreakable obstacle gets ignored by
a bot now).
+ FIXED other things concerning to shaking bots.
+ Changed time of displaying the message about PWF creator (12 seconds after
the new round is started after the player joined the server.
+ Changed time of displaying the welcome message (15 seconds after the new
round is started after the player joined the server.
+ Changed time of displaying the message about PWF creator (15 seconds after
the player joined the server and the round is started).
+ FIXED the problem with bots switching the weapon to the knife in the middle
of reloading the weapon.
+ FIXED the problem with bots sometimes not hearing the enemy even if he was
really close to them.
+ FIXED the problem with bots not trying to seek the cover while reloading
the weapon.
+ Changed the selection of task ENEMYHUNT and SEEKCOVER.
+ FIXED bug with pushing away bots on the edge of the roof - they shouldn't
fall down now.
+ FIXED bug with pushing away bots in smaller areas.
+ Cleaned the code (exactly some functions are splitted to let the coder
easier find a specific code).
+ FIXED bug with bots throwing nades in some random places.
+ FIXED bug with bots looking at the wall for longer time.
+ FIXED the problem with bots not trying to switch to secondary weapon in short
distances (if they are using snipers i.e.).
+ FIXED the bug with bots not shooting to enemies farer away than 4096 units.
+ Reduced again bots shaking problem.
+ FIXED the bug with bots not overjumping obstacles while they are stuck.
+ FIXED the bug with bots jumping after spawning.
+ Changed - bots shouldn't camp if they have a shotgun or m241.
+ Added 1 new command (exactly old command with new argument) for
waypointers:
pb wp teleport goal - teleports the waypointer to the next waypoint with
the flag GOAL.
+ Changed the default value of pb_dangerfactor from 800 to 2000 (it may
affect the server performance on an older PC).
+ Changed - bots are buying weapons on an aim_xxx and awp_xxx maps
if info_map_parameters allows that.