RealBot
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Counter-Strike 1.6 - AI Opponent
Hopefully those flag adjustments will work well for Linux RealBot
I found UMP-45 was treated as a secondary weapon in 2 functions, so fixed it.
Perhaps I broke it, but it struck me that bots in combat just stand there and shoot. While they have a very high accuracy (bug as well?) they don't move...
I noticed when a bot think a hostage is following him, the hostage might actually get lost or stand still etc. Now bots only re-evaluate this when they arrive at...
As opposed to #17 it should be possible to store how fast a node connection from A->B is reached. Given that we could influence the path finding by using that...
Probably to do with with not dealing with `func_illusionary`.
Related to #28 So this is what I know: The fences are `func_illusionary`: And in code `dll.cpp` around `Spawn_Post` there is already a piece of code that unsets some flag....
Looks like the ladder in the tower for T-SPAWN is not connecting automagically: The nodes at the left should connect with the ladder (red node) on the right. Looks like...
It looks like when a bot walks a path and encounters a 'troubled' connection it won't forget (after too many retries) the connection. Although the logs seem to indicate it...
As noted in #17 playing `FY_iceworld`, you'd see that the CT and T spawn's are floating higher up in the sky. Bots cannot reach that and thus it messes up...