tf2classic / tf2classic-feature-proposals

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[TFBot] More control over TFBots' decision-making #2

Open SilentFox3 opened 2 years ago

SilentFox3 commented 2 years ago

As it is right now, TFBots have decently okay pathfinding, if you know how to make a Navmesh! You can also use the TF_MARK command to make them do some team or round-specific things, like having a RED-team only doorway or having a path lock / unlock after Point 2 is captured. These are great!

On this note though, it'd be nice to have some more TF_Mark commands that help TFBots with more... class-specific things. SNIPER_SPOT and SENTRY_SPOT already exist, for instance, but the bots seem to totally ignore them; it'd be nice to have finer control over where you want them to set up. It's more apparent in maps with obvious Sniper decks / Sentry nest areas, but the TFBots ignore marked areas and choose a terrible spot by themselves - if they do anything at all that is.

Some new TF_Mark commands would be nice as well. If you're open to recommendations, HIDING_SPOT for Spy and Civilian bots to head to, TELEPORTER_SPOT and DISPENSER_SPOT for finer control over Engineer Bots' building placement, if present / unoccupied, JUMP_AREA_START and JUMP_AREA_END for future explosive-jumping bots, and OBJECTIVE_AREA for spots for any bot to head to if they're not busy with something else.

TFBots are a minor part of TF2C, but one me and many others get a lot of enjoyment out of. Would appreciate if more was done to make them even better! They're already leagues above Live TF2.