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NNBot Manual
- http://nnbot.counter-strike.dk
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- Introduction
- Features
- Howto install/uninstall
- Commands
- Howto place waypoints
- Howto use the GUI
- Usefull links
- Credits
- History
The "backbone" of the code comes from the HBP_bot. In alpha v.1 I started by adding a neural network to make some of the decisions. I have a passion for AI, and plays CS. Therefore it seemed obviously to try to combine the 2 things.. After a "quick" glance on the SDK 2.0 I realized that I had to do ALOT of coding before I could get even close to get playing with neural network in CS. It was therefore a great relief when I realized that Botman bot was "open source". Since alpha v.1 quite alot has happend to the NNBot and most of Botmans code has been replaced. It should now give you one of the best fights a CS-Bot today can deliver!
Me by my PC
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Some of the NNBot features
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- A GUI for teaching and configuring bots.
- Custom chat messages.
- Uses a teachable neural network to make desitions when fighting
- Uses a very userfriendly waypoint system, with lot of features, making it easy to make your own waypoint files.
- Camps in a realistic way.
- Makes duck-jumps to get to higher places.
- Bots are blinded by Flash grenades!!
- Bots are affected by Smoke grenades!!
- Multible radio command supported and used by the bots:
"Need backup", makes the bots come and help you!!
"Follow Me", makes the bots nearby follow you.
"You Take the Point", makes the bots leave you.
- Many usefull commands:
e.i "endround" (kill's all the bots on the map)
- The bots have skill dependent reaction times.
- Uses All CS weapons in the game.
- Knows how to use the specific weapons in the best way.
- Is able to use burst fires
- Makes good use of money when buying.
- Succesfull defuse & plant bombs!
- Succesfully rescues multible hostages!!
- The bots states if they aggrees or disagree with an order.
- Freezetime works 100%!!
- Randomly chooses it's path to destinations
- Bot's can be kicked.
- Bots may tell if:
"Enemy spotted"
"Enemy down"
- Bots chat in multible situations
- Can use ladders
- Bots listens for enemies.
- Bots hunt enemies.
- 3 extra modes:"knifeonly","pistolonly","subonly"
To install:
Simply unzip the zip to the same folder where you have cstrike\
That could be "C:\Sierra\Counter-Strike" or "C:\Sierra\Half-Life"
To uninstall:
copy the "nnbot\liblist.gam"
to "cstrike\liblist.gam"
"addbot 1/2/5(team) 1/2/3/4/5(model) botname 1/2/3/4/5(skill)" -
Adds a bot using the specified team, specified model, specified player name, and the
specified bot skill level.
"min_bots"/"max_bots" - enables support of a minimum and maximum
number of bots running on a dedicated server. Bots will be added to the
server until the total number of players (bots and humans) reaches the
max_bots value. Each time a new player joins the server, a bot will be
kicked from the server unless there are only min_bots number of bots
currently on the server. After players disconnect from the server, bots
will be automatically added back to the server until the total number
of players reaches max_bots again. You should make max_bots be AT LEAST
one less than the maxplayers value (otherwise no one will be able to join
your server).
"nnbotdontfire"/"nnbotfire" - Enables/disables the bots actually pulling the tricker.
They still seek enemies, but dont shoot them.
"endround" - Kills all the bots on the map!
"observer 0/1" - Enables/disables the bots being able to see you.
"botskill 1/2/3/4/5" - Changes the default botskill level (1 to 5).
Skill level 1 is the best, skill level 5 is the worst.
"botdontshoot 0/1" - Enables/disables the bots seeking enemies.
"botchat" - Enables/disables the bots chatting.
"knifeonly 0/1" - Enables/disables the bots only using knifes
"pistolonly 0/1" - Enables/disables the bots only using pistols
"subonly 0/1" - Enables/disables the bots only using sub machine guns
"cs10 0/1" - Enables/disables the CS 1.0+ support (Enabled per default)
"usesmoke 0/1" - Enables/disables the bots using smoke grenades
"Follow me" - Makes the bots nearby follow you, if they wants to!
"Need backup" - Makes bots comes to your backup. (this might make your game crash,
but it have done that at my place so I havn't found the bug)
"You Take The Point" - Makes the bots following you split up, and stop following you :)
"botname(s) follow me" - Makes the bot(s) which name(s) you wrote follow you.
The bots themself uses this command to make small teams at round start if you have any freeze time.
"makepath" - Algoritme calculates the possible paths for the team. These are shown as bright lines between the waypoints. Every path has a different height. This command is run automaticaly when adding or deleting waypoints, and at map start. Paths being used it shown as green line.
"drawpaths"/"dontdrawpaths" - Enables/disables the drawing the pathlines (see the makepath-command)
"drawuse"/"dontdrawuse" - Enables/disables the drawing of the use of the pathlines (see the makepath-command)
"nwpdir name_of_directory" - Changes the sub-dir in \nnbot which NNBot will load the nwp's from. Default is "nwps".
"waypoint on/off" - Turns on/off displaying of waypoints
"waypoint 1/2 on/off" - Turns on/off displaying of waypoints for team number 1/2.
"waypoint add" - Places a waypoint at the location that the player is
currently at in a map. Waypoints can be placed anywhere the player can go.
Waypoints can even be placed in mid-air (as long as the player can get to
that location). One way to do this is by jumping or running off of a ledge
or cliff. If you want bots to jump off of ledges or buildings, you will need
to place a waypoint in mid-air to get the bots to run towards it. When
placing a waypoint, you will hear a sound to indicate that the waypoint has
been dropped (the sound is the same sound the crossbow bolt makes when
striking an wall).
"waypoint add camp" - Using this waypoint makes the camper crunch.
"waypoint add campstand" - Using this waypoint makes the camper stand.
"waypoint add camptarget" - If a camping bot can see any of this kind of waypoint,
it picks one randomly and aims at this for a few sec's before aiming at the next one.
"waypoint add ignore" - This waypoint is used with doors and such..
If you want a bot to be able to use a door in both directions you have to place
a "ignore" waypoint on both sides of the door. Otherwise the algoritme cant "see"
the waypoint on the otherside of the door. "ignore" simply ignores the fact that
the waypoint cant be seen from the previus waypoint.. A pair of "ignore" waypoints
MUST be closer than 100 units to eachother (a player is 72 units high)!
"waypoint add ladder" - If you want a bot to use a ladder, you must make a
"ladder-waypoint" on the bottom of the ladder and one on the top. You should
look on how I did this in cs_assault. It is sometimes difficult to make
this work perfectly, but it can be done!
"waypoint add duck" - Makes the bot duck until the next duck waypoint
"waypoint add bomb" - The bomb waypoint tells the bot where to plant bombs.
"waypoint add defuse" - The defuse waypoint is a dummy destionation for the bot.
The bot would always try to defuse a ticking bomb nomatter where it finds the bomb.
"waypoint add hostage" - This waypoint tells the bot where to find hostages.
"waypoint add return" - When a bot has visited a "hostage","bomb" or "defused"
waypoint they return to a random "return" waypoint.
"waypoint add path" - Algoritme chose a random path between the paths
that ends/starts at the point, to get to the wanted destination.
This way the bot dont always pick the same route.
"waypoint delete" - Remove the waypoint closest to the player. The
waypoint MUST be within 40 units from the player (about 1/2 the player height)
in order to be removed. You will need to stand fairly close to the waypoint
to be able to remove it. This prevents you from accidentally removing a
waypoint on the other side of the room. When removing a waypoint you will
hear a sound indicating that the waypoint was removed (the same sound the
tripmine makes when placed on a wall). You can ONLY remove waypoints that
correspond to the team that you are currently playing on.
"waypoint save" - saves the waypoint lists (of all teams) to the
waypoint file. The waypoint file will have the same name as the current
map with an extension of ".nwp". The file will be in the same directory
as the map file (in the maps folder).
"waypoint load" - Clears out all waypoints in the current map and
load them from the waypoint file in your nwp-dir (see the "nwpdir" command).
This is a good way
to "undo" a bunch of waypoints that you have created but do not wish to
save. There is no way to "undo" a single waypoint. You will have to use
the "waypoint delete" command to remove waypoints one-by-one.
"waypoint stats" - Tells you how many waypoints currently exist for
each team.
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Howto place waypoints
- Based on the Botmans HOWTO_waypoint.txt
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Waypoints are locations in the maps that the bots will use when navigating.
They allow the bot to roam about the map without having to blindly bump into
walls. Waypoints can be thought of like the bread crumbs in the Hansel and
Gretel story. They are something marking a path to make it easier to follow.
The waypoints are not displayed while the game is being played. The bots
"know" which way to go by following the path laid out by these waypoints.
In order to get the bots to cover the entire map when playing the game,
waypoints should be laid out all over the map. Without the waypoints the
bots will just randomly run around and will tend to stay in the same area.
Waypoints also allow the bot to know where specific goals are in the game.
This page describes the commands needed to create or edit a waypoint
file with the bot. When creating or editing a waypoint
file it is best NOT to have any bots wandering around at the same time. Having a single bot on the map
can sometimes help verifing the layout of the waypoints, but if you change a path(look below), the game might crash.
Create a LAN game, and join using one team or the other, kick all bots (if any) and lay out waypoints
for a map. Save the waypoint file, add some bots to see how well your waypoints are located.
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What Do Waypoints Look Like In The Map?
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The waypoints are displayed using vertical lines that look like lightning or
electric streams. Each team has its own set of waypoints. The waypoints are
draw in different colors to distinguish between teams. Ter. (team 1) waypoints are
drawn in blue. CT (team 2) waypoints are drawn in red. The vertical line used to
draw the waypoint is the same height as the player. The point in space at
the center of this vertical line is what is actually used as the waypoint.
To create waypoints for a specific team, you must join the game using that
team. You can display waypoints for just your own team, or for both teams, but you
can ONLY edit waypoints for your team. If you wish to change waypoints for
the other team you will have to switch teams and then edit the waypoints for
that team.
Waypoints are stored in a file placed in your nwp-dir (see the "nwpdir" command).
with the same name as the map file name but
using the extension ".nwp" instead of the map file extension of ".bsp". For
example, the waypoint file for the map de_nuke would be de_nuke.nwp.
Waypoint files are automatically loaded when the map is loaded (if they
exist), after this a algorithme calulates all the possible paths automaticaly (see the "makepaths" command).
If the waypoint file does not exist, you will need to create it yourself using the waypoint commands.
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Waypoint Console Commands
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To use the waypoint commands, you will have to use the console. You must
start the game with the console option enabled (use e.i. "cstrike.exe -console" in
the Target: line of a shortcut or use "Half-Life Console" in your SIERRA
menu from the Windows Start button). Use the '~' key to bring down the
console. Enter the console commands that you wish, then use the '~' key
again to return to the game.
You can make things easier by binding console commands to keys on the
keyboard. Just type "bind" followed by the key you want to bind to,
followed by the console command. You will have to use double quotes
on the console command if it's more than one word. Here's an example
of console commands that you might use when editing waypoints...
bind a "waypoint add"
bind d "waypoint delete"
bind l "waypoint load"
bind w "waypoint save"
The 'a' key will manually add a waypoint. The 'd' key will delete a waypoint.
The 'l' key will load the most recently saved waypoint file (useful if you
have added some waypoints but don't want to save them and want to go back to
the previously save waypoint list, sort of like an "undo"). The 'w' key (for
"write waypoints") will save the list of waypoints to the waypoint file.
When adding waypoints you can use the "drawpaths" command to verify that waypoints
are actually reachable. Usually you don't have to be too careful about waypoint
placement, but in some situations, you may have to spend more time carefully
laying out waypoints to get them to be "reachable".
Try not to place too many waypoints too close together, this just slows the
game down and really doesn't serve any purpose. Try placing waypoints at
intersections in hallways and try to avoid placing waypoints too close to
walls or ledges (the bots have some slop in how close they have to get to
a waypoint to be considered "touching" it). Try not to place waypoints in
places where the bots would bump into corners of walls or other obstacles
when trying to get from one waypoint to the next.
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Things You Need To Know When Waypointing!!
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When a bot has to got some a special destiantion e.i. "camp","hostage" or "return" it random pick one of the paths having such a waypoint in it. After this the bot calculates which paths is should use to get to that path, based on where it is standing.
The use of a path finding algoritme means that you dont have to think so much in making paths for the bot since
it will calculate its own, and you can always tjeck if the waypoint will be use right by looking on the "path-lines" (see the makepath-command). You should focus on placing waypoints in intersections, doorways and such!!
Max number of paths is 30 per. team!!
Max number of waypoints is 40 per. path!!
This totaly makes 1200 waypoints.. But dont use that many..!!
When a map has waypoints for a map, "autousing ladders" is turned off. So If you want a bot to use a ladder, you must make a "ladder-waypoint" on the bottom of the ladder and one on the top. You should look on how I did this in cs_assault. It is sometimes difficult to make this work, but it can be done!
If you want a bot to use a button you must place a waypoint near it (at least 100 units). It can be difficult to make the bots use the button in a intelligent way, especially when dealing with multible bots.
When a bot has visited a "hostage","bomb" or "defused" waypoint they return to a random "return" waypoint.
When the path finding algoritme tries to find a waypoint path for the bot it starts with the destination, and tries to work it's way back to the bot.
If the bots are stuck by a breakable object as glass, they shoot their way through it.
If a bot gets stucked because it can't reach a waypoint placed e.i. on a high box, it will try to make a duck-jump to get up there..
You can put the waypoints as far from eachother as you like, as long as notthing blocks the line of view between the waypoints. This is where the NNBot's waypoint system differs from most other waypoint systems. This bot dont need so many waypoints.
If you forget to place the right destinations waypoints in a map e.i. "camp","hostage", and always at least one "return", the bots will wander around like there were no waypoints at all..
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The Different Types Of Waypoints
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Normal Waypoint
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The normal waypoint is used to create a path between the diffent destiantions!! It adds a waypoint at the current player location.
command: waypoint add
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Path Waypoint
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Algoritme chose a random path between the paths that ends/starts at the point, to get to the wanted destination. This way the bot dont always pick the same route...
command: waypoint add path
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Hostage Waypoint
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This waypoint tells the bot where to find hostages.
command: waypoint add hostage
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Bomb/Defuse Waypoint
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The bomb waypoint tells the bot where to plant bombs. The defuse waypoint is a dummy destionation for the bot. The bot would always try to defuse a ticking bomb nomatter where it finds the bomb.
command: waypoint add bomb
command: waypoint add defuse
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Return Waypoint
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When a bot has visited a "hostage","bomb" or "defused" waypoint they return to a random "return" waypoint.
command: waypoint add return
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Camp Waypoint
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Using this waypoint makes the camper crunch.
command: waypoint add camp
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Campstand Waypoint
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Using this waypoint makes the camper stand.
command: waypoint add campstand
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Camptarget Waypoint
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If a camping bot can see any of this kind of waypoint, it picks one randomly and aims at this for a few sec's before aiming at the next one.
command: waypoint add camptarget
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Duck Waypoint
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Makes the bot duck until the next duck waypoint.
command: waypoint add duck
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Ignore Waypoint
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This waypoint is used with doors and such.. If you want a bot to be able to use a door in both directions you have to place a "ignore" waypoint on both sides of the door. Otherwise the algoritme cant "see" the waypoint on the otherside of the door. "ignore" simply ignores the fact that the waypoint cant be seen from the previus waypoint..
A pair of "ignore" waypoints MUST be closer than 100 units to eachother (a player is 72 units high)!
command: waypoint add ignore
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The GUI have been made to help teaching/train the bots. You are also able to
configure custom bots with the GUI. More functions will be added in later
versions.
Teaching
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Situations:
Here you must descripe a number situation parameters. These both descriping
details about the bot and its enemy.
Action:
Here you must descripe the action which the bot should do in the current
situation.
SituationControls:
Here you can load previusly saved situations, or save new once. You can add
a new situation, or update an old one. You are ofcause also able to delete
a situation :) you can always see what number the current situations is in
the text box "current situation". If an error occours doing any of this,
"ER!" will be written in the "current situation" text box.
LearningControls:
After having loaded a set of situations or created a set of new once. you
can try to teach the bot the pattern in the situations. This way the bot
will have an idea of what to do in even unknown situations. You teach the
bot by using a mix of "Learn" and "Init". You can see how well the teaching
went in the text area next to the buttons. If you get a low score, you can
try to press "Learn" once more. If you get the same score a couble of times
in a row, you might wanna try pressing "Init". This way the brain are reset
and might better be able to learn the pattern. You might not want a score
of 100%, because even you can make a mistake in what you are trying to teach
it. After having archived a score between 80-100, you might wanna save the
knowledge so the bots can use it ingame.
Bots
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Bot:
Here you can specifi the name of a bot, which gun is his favorit weapon
(he will be a little better when using that gun), and how much he chats
(0=never, 10=always).
BotControls:
These buttons work the same way as SituationsControl(look above). After
having save the bots you will the bots when playing in game. :)
[ annihilation ] - My q3a mod team's homepage
[ csbots ] - A awesome CS-bot site + waypoints
[ cs.dk ] - Also a great site, but in danish!
[ cs.net ] - The official CS homepage
[ botcentral ] - Great CS site!
[ botman ] - The absolut bot god.
[ csforever ] - Awesome CS site.
[ csnation ] - The mother of CS sites.
[ NNBot-CS.dk ] - The Official NNBot forum
[ NNBot-PHL ] - The NNBot forum at Gokous site
[ NuclearBox ] a great collection of bot forums
[ Gokou ] - Not an "official" NNBot site, but the work of a F****** GREAT n COOL fan!
[ eLiTe ] - waypoints
[ Heinz64 ] - waypoints
[ Rubones ] waypoints
[ Buddha ] waypoints
I would like to thanks the following:
Waypoints:
Gokou
weng tak yip
Michael Schindler
RpR
OckHAM
Andrew
Dunham
Oob
CT180
LeeCoN
AGEye
akhenaton
RuBones
Elite
TheWaypointTeam
Code:
Botman
Stefan Hendriks
Others:
Clokspl
Cyco56
Caz[TopGuns]
Lopus
PsYcho
Mig29
Mat
Ant103
Special thanks:
Gokou
cs.dk
Katja (my future wife)
I'm sure I've forgot alot.. sorry!
NNBot 1.2:
- Fixed the stucking for good!
(no more jumping = high flying bots)
- Fixed the "new map crash bug" introduced in NNBot 1.1
- Fixed bot speed are now always 100% correct
(credits goes to Stefan for this one)
- Halfed the time the bots are affected by flash grenates.
- Introduced the bots for teamplay. You have to try it!! ROX.
- Made a NNBot-manual with all the usefull nnbot information.
- Introduced a new kinda "follow" cmd. (Check the manual)
- Made some CS 1.1 needed changes.
- Fixed the "when to use a grenade" algoritme.
- A bomb carring bot never passes a bombspot.
- Fixed dead bots chatting to live players.
- Fixed bug when bomb placing bot got shot at.
- Misc fixes!
NNBot "Posse Press Edition":
- Added new chat files
(2 french + 1 czech)
- Updated the nwps.
(cs_747,cs_arabstreets,cs_assault,cs_backalley,cs_docks,
cs_estate,cs_italy,cs_militia,cs_office,cs_siege,de_aztec,
de_cbble,de_dust,de_prodigy,de_train,de_vegas)
- Added missing persons in the credits
NNBot 1.1:
- all nnbot stuff have been placed in a dir called "nnbot".
- only nwps improved byt the waypoint-team are included,
these can be found in "nnbot/nwp".
- Added a larger brain.
- Added custom bots.
(botname, favorit weapon, chat rate)
- Added support for custom chat messages.
chat messages are read from the "nnbot\botchat.cfg"
(english,danish,swedish,italien and german files are already
included, just rename the files)
- Introduces the GUI, for teaching and configuring bots.
NNBot 1.02:
- improved the close combat.
- Changed the "when to use a grenade" code.
- Disabled grenades for camping bots (who have found their spot).
- Bots dont wanna be a camper unless they can buy a good camping gun.
- Bot dont state "Sector clear" if the bomb isn't planted.
- Fixed the game suddently crashing sometimes when using the
"Need backup" command.
- Fixed a bug in the buying system.
- Added waypoints from (AGEye and akhenaton)
- Now includes more than 100 waypoint files.
NNBot 1.01:
Bugfixed the "knifeonly" mode, and improved it!
NNBot 1.0:
Improved fighting code:
- Fixed the "enemy spotted" bug.
- Bots hunt down the fleeing enemies, if they are not to far away.
- Adjusted the botskills.
- Bots listen for enemies footstep if they cant see a enemy.
(so now you must sneak up on them)
- Camping bot have half the reaction time of normal bots.
Improved movement code:
- Fixed the button bug.
- Fixed the "stop-camping" bug..
- Fixed the "weapon-roaming" bug..
- Fixed the speeding bots
- Fixed bots jumping while camping.
- Bots makes room for other players trying to go up a ladder.
- If a bot has bot tjecked a bombspot, the others wont tjeck that one to..
- If stucked by a breakable object they shoot it.. (if it isn't already broken)
- Now max 3 bots follow a player/bot.
Improved nav code:
- New waypoint commands:
"duck" (makes the bot duck until the next duck waypoint)
"ladder" (makes the bot use the ladder on which these is placed.
"campstand" (a camping waypoint where the bot is standing)
- New path tracing algoritme
(makes zig zaging through dangerous paths possible)
- Door problems are solved.
- Fixed some "path" waypoint problems..
- Bots dont use "duck"-paths if they got hostages with them.
- Fixed a paths tracing bug that resulted in bot's using
the same wp a number of times before moving on.
Improved control of hostages:
-A bot takes multible hostages.
-A bot dont steal hostages from other bots on the same team.
Improved weapons use:
- All weapons have been added.
- Move speed is now weapon depended!
- Better use of weapons, silencers, scopes, weapon modes..
- Fixed the bots not using the knife.
- Bots are affected by smoke.
(primitively, but it works)
- Intelligent grenate support!!
- Bots tries to avoid nearby grenates.
- Fixed a bug in the reload code, resulting in bots reloading instead of shooting.
- Better use of ammo.
New commands including 3 new modes:
- "cs10 1/0" turns CS 1.0 support ON(default)/OFF
(I have included the liblist.gam from 7.1 besides the 1.0)
- "nwpdir *dirname*"
(changes the sub-dir in \cstrike which NNBot will load the nwp's from. Default is - "maps".)
- "botchat 1/0" (turns the bots chatting on/off)
- "usesmoke 1/0" (turns the smoke support on/off)
- "knifeonly 1/0" (bots only uses knifes on/off)
- "pistolonly 1/0" (bots only uses pistols and less on/off)
- "subonly 1/0" (bots only uses subs and less on/off)
Misc improvements/fixes:
- Bugs fixed the radio code.
- Fixed crash when using "Need backup" while bots a "following" a player/bot.
- Fixed the RADIO commands sometimes not working.
- Optimized the code..
(With 8 bots uses about 1/2 as much memory now..)
- Fixes the "wake up" bug for good.
- Bots chat in alot of situations.. What they say depends of the situation..
- Now uses 32 different names instead of "NNBot".
- Fixed "normal" bots buying awp's and alike..
- Included nearly 80 nwp's from
(OckHAM,CT180,Andrew Houghton,Heinz64,TylerW,Oob,RpR,LeeCoN,myself)
V.9:
Fixes:
- Solved destination waypoint acting like "path" waypoints bug.
- Solved the "ping pong" between "paths" waypoints bug.
- Solved the camping on "path" waypoints bug.
- 4 new commands:
"dontdrawpaths" - turns off path-lines.
"drawpaths" - turns on path-lines.
"dontdrawuse" - turns off the green use-lines.
"drawuse" - turns on the green use-lines.
- drawpaths and drawuse is now off by default
- Solved the "added X bots then after freezetime cs crashes" bug.
- The *.wpt is changed to *.nwp.
(It can still load *.wpt's but saves them as *.nwp's)
- Strafing when stuck is reactivated.
- Makes duck-jumps to get to higher places.
- The "Waypoint sticks" now has a color code
telling what kind of waypoint they represent.
- Bots are blinded by Flash grenates!!
(Tnx 2 Stefan *Realbot*)
- The bombplanted *ping pong* bug is solved.
- Bots only uses buttons if a waypoint leads up to it.
- Fixed the "2 wpt paths" ping pong.
(This should be the last ping pong bug)
- New Radio command supported:
"Need backup", makes the bots come and help you!!
- Improved camping
(look at next point)
- New waypoint command:
"camptarget" (If any, a camping bot picks one randomly
and aims at this for a few sec's before aiming at the next one.)
- Improved defusing.
- New command:
"endround" (kill's all the bots on the map)
- 6 nwp's included:
(cs_assault, cs_office, cs_estate, cs_italy, cs_militia(by RpR), de_nuke)
- New Waypoint Guide "waypoint.html" included!!
Other known problems:
- Sometimes loses its hostage
- Still sometimes falls from high places
- Still sometimes get stuck (use the "Follow Me" radio message)
- Runs in circle even when out of ammo
- Bot leave when Round times are to low
V.8:
Fixes:
- Reaction time is now skill dependent.
- 2 new weapons AK-47, AUG.
- Guns are fired faster.
- Better use of money when buying.
- All defuse problems are fixed!
- Camping bots leaves their spot if the other team members are dead.
- New waypoint system!!
(much more flexible, easier to use, faster,
less cpu demanding and can still use most v.7 wpts!!)
- New Waypoint command:
"makepath"
(Algoritme calculates the possible paths for the team.
These are shown as bright lines between the waypoints. This is done auto. when adding or deleting waypoints, and at map start)
- Included 5 redone waypoint files, to take full use of the v.8 waypoint system.
(cs_office, cs_assault, cs_estate, cs_italy, de_nuke)
Other known problems:
- Sometimes loses its hostage
- Still sometimes falls from high places
- Still sometimes get stuck (use the "Follow Me" radio message)
- Runs in circle even when out of ammo
- Bot leave when Round times are to low
V.7:
Fixes:
- Bots now have a reaction time delay before they shoot at their enemies.
- Campers shot!
- Deleted waypoint are nolonger saved.
- Fixed the "ignore" waypoint.
- 7 Waypoint files included:
- 2 new waypoint files based on wpt from Michael Schindler:
(cs_office, cs_estate)
- 1 new waypoint files based on wpt from RpR:
(cs_docks)
- Bot will now follow you if you use the "Follow Me" radio message.
- Bot will leave you if you use the "You Take the Point" radio message.
- Bomb carring bots uses the "Follow Me"
- The bots states if they aggrees or disagree with an order.
- All bomb plant problems should be history!
- All de_dust problems *should* be solved!
(they buy weapons, plant/defuses bombs, are "awake" from the start)
- Campers leave their spot when "Bomb is Planted"
- Better avoid code
- 2 new weapons. PARA and AWP!!
- And other bugfixes/improvements..
Other known problems:
- Sometimes loses its hostage
- Still sometimes falls from high places
- Still sometimes get stuck (use the "Follow Me" radio message)
- Runs in circle even when out of ammo
- Bot leave when Round times are to low
- Bots sometimes dont succeed defusing bomb
V.6:
Fixes:
- Better avoid others code!!
- Improved waypoint system
(I still have things I wanna add in later versions, but the v.6 is great in simple maps.
New waypoint files needed!!
I have included: cs_italy, cs_assault, de_dust, de_nuke)
- New Waypoint commands:
"waypoint add path" (Algoritme chose a random waypoint
between the waypoints it can "see" at the "path waypoint". This way the bot dont always pick the same route...)
"waypoint add ignore" (Algoritme is allowed to pick a waypoint
on the other side of a door, or other place ussual invisible..)
"waypoint add bomb" (place bomb here)
"waypoint add defuse" (look for bombs here)
- Random thooses between destinations of the same kind "bomb","hostage"....
- Freezetime now works 100%!!
- Camping works again!!
(If there is a camping spot on the map there is 33% chance that a bot will use it..)
- Plants and Defuses bombs
- Improved buy system
- Other bugfixes..
Other known problems:
- Sometimes loses its hostage
- Still sometimes falls from high places
- Still sometimes get stuck (just shoot them in the foot)
- Runs in circle even when out of ammo
- Bot leave when Round times are to low
- Bot must be "woke up" once in de_dust
- Bots sometimes dont succeed in planting or defusing bomb
V.5:
Fixes:
- Kick=Crash bug fixed!!
- New Install software!!
- Fix "Enemy spotted" Bug!!
- Add void others code!!
- New waypoint system (..not fully finished..) New waypoint files needed!!
(I have included: cs_italy, cs_shoothouse)
- New Waypoint commands:
"waypoint add camp" (good camp spot)
"waypoint add hostage" (where to find hostage)
"waypoint add return" (where to put them, whem found)
- Bots finds auto shortest path to destination!!
- Camper Bots!!
(Tells when "in position")
- Hostage Rescue!!
(Tells when got hostage)
- Tells others about their actions!!
- Bots looks around when stopping!!
- VIP no longer attacks team members!!
- No more strange spins going nowhere!!
- Ignore useless weapons on ground!!
- Added Freeze support!!
- Moved deleted waypoints aw ay from map!!
- Fixes some errors in readme file!!
- New WebPage!! (nnbot.counter-strike.dk)
- .. plus alot of other bug fixes!!
Other known problems:
- Sometimes loses its hostage
- Still sometimes falls from high places
- Still sometimes get stuck (just shoot them in the foot)
- Runs in circle even when out of ammo
- Bot leave when Round times are to low
- Dont Freeze in freeze time
- Crashes when using old waypoint files
V.4:
Fixes
- Buys weapons & ammo
- Added support for MP5
- Burst fires MP5
- Shoots faster
- Tells when "Enemy spotted"
- Tells when "Enemy down"
- Jeeps are back
- Solved more stuck problems
- Added waypoints for cs_italy
(Tjeck HOWTO_waypoints.txt to add your own! VERY EASY!!)
- Better "anti-fall" code
Other known problems:
- Still sometimes falls from high places
- Stuck in others
- Runs in circle even when out of ammo
- Game crashes when bot are kicked
- Bot leave when Round times are to low
- Attacks team members when VIP
- Sometimes spins when looking for waypoints
- Dont Freeze in freeze time
V.3:
Fixes
- Added support for CS 7.0
V.2:
Fixes
- Fixed a bug the limited the use of the NN when fighting..
- Most ladders problems have been fixed.
- NNBot now auto join the team with least members.
- Fixed some stuck issues, but there are still a lot to be done
Changes:
- bot.cfg now tries to add 6 NNBots to your game
Other known problems:
- Must shoot faster
- Use more weapons
- Buy weapons
- jumps from TOO high places
- Attacks team members when VIP
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