They move very convincingly, except for being able to round corners running backwards for long periods of time.
What is currently being implemented is to be considered the highest skill level of the bot. Bots that have lower skill levels in the appropriate fields won't be able to be moving like that, it really depends on how their individual personalities are
I didn't even mind them falling in the lava a couple of times since it seemed to me they just made simple mistakes, which anyone could do.
Once the ledge avoidance and jumping ai is in, hopefully they won't fall into the lava unless knocked. Again this'll be based around their skill level as to how accurately they'll be able to do such things.
It's really difficult to try and not get caught up in any one element of the bot. I've been trying to plan each system a fair bit before i go about touching the code at all. Then once the problems popup when multiple systems are in place and conflict with each other or whatever (cannot be avoided in some cases) then those needed to be patched to work well together. Nothing that can't be overcome really
I'd still consider the aiming of shockbot pretty stiff, there's lots I want to do like acceleration/deceleration of their aim based on speeds, distances from desired angle... and all sorts of things, there's a BIG list to try and emulate human style aim. My goal is for them to look as human as possible. Currently they have rather linear looking movement, it's smooth... but still not as human-like as i'd like
Yeah there's a node editor, heavily frikbot inspired (how do you improve upon perfection?

) The code is all from scratch.. and probably has bugs as a result! hehe
..They really do move smooth! It looks more like a match between real players then bots... Good stuff...
heheh that's one of my main goals! To make them appear human... ridiculously so. A heavy thing i'll be focussing on is teamplay, right down to team communication, bots will guard items for teammates, and co-ordinate attacks simultaneously etc. Ganging up like good human players do
When you finish them, will you release the source code too? Are they easy to plug into mods?
They're extremely easy to plug into mods (maybe 5 lines of code?!), provided the engine being used supports the extensions. I'll provide a list of extensions required to have an engine that will run the bot soon.
I'm rather reluctant to release the source because I don't want to be competing with frikbot and frogbot, both which are great bots and have been used in lots of mods. Especially considering as frikbots main focus is to be a plug-in friendly mod. (frogbot is more of building the mod into the bot, not adding the bot to a mod hehe)
The bots use nodes to navigate. At the moment the combat behaviours are rather basic so they don't tend to deviate from their paths a whole lot. Once the combat ai is improved upon (after the ledge avoidance is in) it shouldn't be a problem.
The bots will be able to reverse rocket jump out of lava on dm4 like human opponents. Each bot has a skill for doing special moves in maps, so this will be taken into account like real humans.. not all of them will be able to do it
Thanks for the feedback so far! Really appreciated. It's the kind of feedback that will keep me trying to find spare time to work on them more to strive for that very first public release
