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Potato's Custom MvM Servers potatomvm
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Potato's Custom MvM Servers potatomvm
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กำลังแสดง 1-5 จาก 5 รายการ
ในฟอรัม "Potato's Custom MvM Servers Trash"
37
22 ก.ย. 2019 @ 6: 57am
Canteen Crasher Bug Report Thread
3
28 เม.ย. 2019 @ 8: 37am
WaitForAllDead queston
9
16 เม.ย. 2019 @ 11: 29am
Where are all these attributes coming from?
So Ive been looking through all the pop files I can get my hands on and trying to compile a list of all the attributes and what they do. By attributes I mean the things you can tack onto a robots stat block to modify it like "heal on kill" 100 or "clip upgrade size atomic" 2. Where does everyone find these attributes to begin with? Is there some big list that covers all the attributes and what they do? Im not talking about the one on the wiki, it isn't very helpful.
"is_passive_weapon" is a good example. The wiki has no description about how it actually works. Same with "mult_item_meter_charge_rate" The wiki just says that it gives a faster recharge rate. It never lists what weapons that works for. Ive seen it used on the gas passer, thermal thruster and the dragons fury. Nowhere is it clear that "faster recharge rate" makes the dragons fury fire faster and I doubt that anyone who didn't know that it worked on the dragons fury would guess that it did. (I haven't tested it and Im not sure that it actually does, Ive just seen multiple people use it that way) "ring of fire while aiming" the higher you set its value, the more damage it does apparently. That isn't listed either.

My point is that while the wiki lists all the attributes, it usually comes down to guess and check to find out what they actually do.
โพสต์ดั้งเดิมโดย Sntr:
TF2 wiki has a list for all item attributes that people use in MvM.


โพสต์ดั้งเดิมโดย E-37:
Im not talking about the one on the wiki, it isn't very helpful.

Thanks.
7
7 ม.ค. 2019 @ 2: 11pm
Using multiple templates
Is there anyway to get bots to use multiple templates? I made a template to make bots ignore the bomb and only go after players and it would be nice to just add the one 'Template' line to do this instead of grafting in the several lines from the template. I know I could just actually paste the values in where needed but it is easier to read with two templates.

My goal would be to do something like this:
TFBot
{
Template T_TFBot_Somename
Template T_TFBot_Ignore_Bomb
}
โพสต์ดั้งเดิมโดย theAgamer11:
โพสต์ดั้งเดิมโดย HeRp-A-dErP-a-NErp.eXe:
I know, but you can't so the closest thing you can do is just have two bots that are in Randomchoice with one of them ignoring the bomb.
Not really, since that doesn't accomplish what he wants at all. The closest thing you can do is just copy and paste the ignore bomb stuff onto each new bot; that's what he wanted the shortcut for. Your method would require that anyway since T_TFBot_Ignore_Bomb won't even spawn anything as is. If you modify it to spawn the bot, then that's already what he was doing; there's no reason to spawn the bots without the stuff to ignore the bomb.

That is what I ended up doing. I was hoping to be able to roll common lines together to save space similar to how 'Attributes MiniBoss' is several different lines in one. My goal was to have something easy to paste into an existing mission so that I could fight the bots without worrying about the bomb to practice my robot dm a bit. I wound up just having the bomb kill robots on contact since I only wanted it for single player anyway.


โพสต์ดั้งเดิมโดย HeRp-A-dErP-a-NErp.eXe:
Just give them "BehaviorModifiers Mobber" and Attributes "IgnoreFlag". This will however make them stay at the hatch so you're better off with just giving them "cannot pick up intelligence" 1 and BehaviorModifiers Mobber so they don't immediately go for the bomb.

I encountered that problem while testing. Having them just kinda orbit the bomb rather than just stand stationary at the hatch seems way better. Thanks!
6
1 ธ.ค. 2018 @ 7: 44pm
Soldier bot prediction
Does projectile speed / splash damage radius effect soldier bot prediction?

Background:
For the mission I'm working on, the final boss is based around the original and knocking players airborne. Despite being on expert AI he doesn't seem to try to lead players' movement very well. I gave him a 2.5 projectile speed bonus as an arbitrary amount in an attempt to help him aim. I can walk in a straight line across his field of view at just about any range and he will miss by a short margin and miss airshots en
The fact that they don't try to predict their targets in mid air explains a lot of their strange behavior. Ill have to see if jumping triggers that as well. If so that would be useful for doging swarms of soldiers at mid range.

Im somewhat suprised that they count as the same weapon since the rocket is fired slightly differently. Maybe that is part of the viewmodel and not the actual weapon though since left hand mode changes where the rocket is fired from too.

Its also interesting that projectile speed don't help them to hit long range targets. They cleary account for that in their prediction but they still miss freqently at long range.
I guess that whatever algorithm they wrote considers the original to be stock since they both seem to act in the same way. (Stock has the same problems I described above) Lowering the projectile speed lets him hit most players walking in a straight line but does nothing for airshots which was what I was going for. Ill try playing around with the projectile speed and see if I can do anything there. Its too bad that there is an internal speed limit or I would just make the rockets fast enought they are almost hitscan.
You were right about the nav file.

Thanks for the help
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