Painkeep v2 - Smash your opponents with all the Pain you can dish out. Deathmatch mod - make other players "die." Disclaimer - this is a free product with no warranty - see disclaimer.txt for details. Codename - Cataboligne - programmer and proud shovel owner.

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Mv.c9 Jun 23 2010, 2:38pm says:

interesting, so they understand that they are near explosive boxes and wont use ranged weapons. but why they cant hit each other ?!

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numbersix Author
numbersix Jul 21 2010, 1:02pm says:

It isn't that I coded them to avoid range weps around barrels & exploders. Its the culmination of some odd bot code and resultant bugs.

There seems to be a bug between pk*bots and frikbots using axes. Of all the code I'm least familiar with is the bot AI stuff.

So far as I understand if a bot runs out of ammo and starts attacking with an axe, once they have the target even if they pick up ammo for a ranged wep. - they keep the axe until they get shot by another bot (acquiring another target). As to why the axe damage fails I suspect its in the way the pk*bots do movement. Frikbots use player physics movement, but pk*bots have a custom routine I haven't looked at closely. So the pk*bots cheat a bit on movement (and they do - I've watched them) thus staying just beyond axe strike range.

This (bot on bot axe dmg.) will prob. be one of the last bugs I fix.

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Running a stress test of new code with my usual 3v3 bots. And the map is real quiet... Start looking around, no blasts, no rockets, no nails, nothing. A few revisions back I put in the respawning boom box code from chaos - somehow a large number of bots are stuck in a corner behind 3 boxes! Heh heh. Apparently they have sense not to shoot and seem to be using axes. Damn, looks like the latest bot update has made a mess of viswep again.

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Jun 23rd, 2010
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