![]() No limits on perception field of view 120°, modified by BaseAlertness. Turn almost 7/8 per second, adjusted by ReactionTime. Field of view 100°, modified by BaseAlertness. Will stop to replenish powernodes instead of heading straight for a vehicle. Will switch target enemies during combat. Turn almost 3/4 per second, adjusted by ReactionTime. Field of view 80°, modified by BaseAlertness. Turn more than 5/8 per second, adjusted by ReactionTime. Field of view 60°, modified by BaseAlertness. Turn more than 1/2 per second, adjusted by ReactionTime. ![]() ![]() Field of view 40°, modified by BaseAlertness. Turn just a little more than 1/2 per second, adjusted by ReactionTime. Average Run at 70% speed, No translocator use, slightly higher accuracy. Actual limitations are a little technical, but this gives a good idea of what's happening.) Novice Run at 60% of full speed, No translocator use, Will not move while engaged in combat unless very weak, Limited perception field of view 30°, modified by BaseAlertness, Weak aim that can range ~30° off target, Slow to turn (RotationRate.Yaw = 30000, less than 1/2 turn per second, adjusted by ReactionTime). (The following is a loose description, but it's been checked against the Bot code. A mapper designs botplay keeping in mind that lower skill bots have limitations. This gives the player a greater challenge for each increase in enemy bot skill level. Skill Levels Īt various skill levels, different pre-programmed tactics are engaged. Typically gametypes with more complex rules require higher skilled bots to perform well. In DDOM, bots know that holding both DominationPoints is the key to scoring. They know that in CTF, "Attack their base." means retrieve the enemy flag and bring it back to our base. These rules often supersede the bots' individual goals. GameType ĭepending on gametype, bots will be given certain rules and guidelines to follow. In other words, following bots still have their own goals in mind, but they simply can't act on them if the leader's actions conflict. Following bots in the middle of a firefight will often retreat to seek out their leader who just died and has respawned elsewhere.įollowing bots move to the path nodes nearest the leader, and once there if there is no movement by the leader, feel free to move around a little to the next node or two, in order to get an extra powerup or fire on an enemy. Following bots who are killed will search for their leader immediately upon respawning. Following bots will fire on enemies on sight, but will not chase them unless their leader decides to. ( "I got your back.") A leader will move and act normally, while the rest of the squad follows the leader no matter what happens. Squads are formed when one player or bot calls for backup or a bot volunteers. Squads Ī squad is two or more bots controlled by the actions of a leader. This is typically called "getting stuck", and it happens when a bot cannot reach a goal, although the map's botplay design says they can. ![]() This can be observed as a spastic stutter followed by a resting pose and, if the bot is truly stuck, will be followed by suicide so the bot can respawn. Their immediate goal momentarily changed, then changed back. They approach their immediate goal with no knowledge of what they were just doing, so bots can get stuck doing something, stopping, and doing it again. Depending on circumstances such as AssaultPaths, bot orders, AIScripts, weapon preferences or gametype rules, these goals change.īots are single-minded and completely forgetful. Normally "how they get there" is simply the shortest route. Usually "what they want" is the most powerful item that's closest to them. ![]() If someone is in their field of view, they will be spotted no matter the fog density. Bots automatically know which route is shortest and even which paths are blocked no matter where they are in the map.ĭistance fog does not affect bot visibility. They even know exactly when items will respawn, if the WeaponsStay option isn't used.īots know how to move around a map because of a network of Bot Paths the mapper has designed. At any given moment, a bot's attention is on their immediate goal (an adrenaline powerup, a gun, an enemy, a flag) and how they plan to get there.īots know where all items are in a map. Bots see the world in two ways: where they can go and what they want. ![]()
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