The bots are utter shit. Try making some friends and play w/ them.
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Running bots in UT4
#52
Posted 22 July 2008 - 08:56 PM
I made a "botpack".
It's nothing big though, I just tweaked around some values and wrote a few new scripts, i.e. I did not alter in any way the way the game handles bots. I didn't create new waypoints, or anything of that sort either, so on maps where the "original" bots can't get out of the spawn areas, my bots won't be able to either.
That said, my bots:
- Are very keen to capture/return flags in CTF, unlike the original ones
- Each have different "personalities" (preferred behaviours/priorities), unlike the original bots
- Are a bit more humanlike and a bit more intelligent than the original ones
- Always start with gears they can fully use, unlike the original ones
- Have 5 different skill levels, where the 5th one is very challenging but doesn't "always hit"
So I have a pk3 file, which, if added, provides 5 more bot types over the original ones that can be added.
I read that "The development team asks you NOT to change anything that ships with Urban Terror", so I'm not sure if they'd like me to post it here though. But if they do, I'll be happy to share.
It's nothing big though, I just tweaked around some values and wrote a few new scripts, i.e. I did not alter in any way the way the game handles bots. I didn't create new waypoints, or anything of that sort either, so on maps where the "original" bots can't get out of the spawn areas, my bots won't be able to either.
That said, my bots:
- Are very keen to capture/return flags in CTF, unlike the original ones
- Each have different "personalities" (preferred behaviours/priorities), unlike the original bots
- Are a bit more humanlike and a bit more intelligent than the original ones
- Always start with gears they can fully use, unlike the original ones
- Have 5 different skill levels, where the 5th one is very challenging but doesn't "always hit"
So I have a pk3 file, which, if added, provides 5 more bot types over the original ones that can be added.
I read that "The development team asks you NOT to change anything that ships with Urban Terror", so I'm not sure if they'd like me to post it here though. But if they do, I'll be happy to share.
#54
Posted 22 July 2008 - 10:15 PM
Quote
So I guess they don't crash the game then?
I have been able to use them in a LAN game I hosted as a non-dedicated non-pure server running the latest stable standalone UT release using Win XP SP3. I haven't tested using the original bots in a LAN/Internet game so I'm not sure when/why they crash if they crash.
One thing that comes to my mind from looking over foxyfox's log is that the bots seem to try to load skill 0, which isn't defined. Another thing: my bots do have a defined fuzzy weight for team_CTF_neutralflag , unlike the original ones.
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#59
Posted 23 July 2008 - 12:48 AM
More 'intelligent' bots would definately be a welcome addition.
I am not completely sure how this works though on servers. Let's say you have a full server because 2 slots are occupied by bots. This will prevent a human from joining will it not? Or is it possible that for each live player that joins, one bot leaves.
I am not completely sure how this works though on servers. Let's say you have a full server because 2 slots are occupied by bots. This will prevent a human from joining will it not? Or is it possible that for each live player that joins, one bot leaves.
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