Results 1 to 12 of 12

Thread: Bot Dodging

  1. #1

    Default Bot Dodging

    Is it just me or can bots dodge faster then Human players?

  2. #2
    Redeemer
    Join Date
    Apr 2011
    Location
    Metro Manila, Philippines, Southeast Asia
    Posts
    1,441

    Default

    I thought so. Depending on the bot skills, the faster dodging for bots is Experienced or higher.
    “The internet to me is kind of like a black hole, and I never really go on it.” – Jennifer Lawrence
    Private Tux Area (since Feb 13, 2013) | My UT2004 Voice Packs (For UT99/UT3 section.) | UT2004 and UT3 Map Reviews
    UT2004 Voice Pack Creation Tutorial | Custom UT2004 Voice Pack Links | UTzone.de Downloads | Unreal Old Friends | @TuxAndroid93

    Other UT2004 links that are not voice packs:
    EGF UT2004 Full Releases Thread List | Public Icons Team Symbol Pack | LINK Model from The Legend of Zelda | Chuck Norris Model
    Essential custom UT3 characters by euchreplayer23:
    Transformers Character Pack | Video Game Character Pack | Girls of 'Gears of War' + Girls of 'Borderlands' + Other Character Packs


    Please don't send me any questions via e-mail/PM on the Internet. I'm a busy man and no time to respond those messages.
    To all UT2004/UT3/GOW modders, don't use GameFront because their FAQ is terrible and downloads not supported in some territories. Click here to find out how.

  3. #3
    Redeemer
    Join Date
    Jan 2004
    Location
    The great Pacific Northwest
    Posts
    1,427

    Default

    hmm, depends what you mean. Bots are notified of projectiles targeted at them via the uscript code and may decide to dodge based on that warning (some native code takes care of delaying the reaction based on the bots skill setting in the case of porjectiles). See the ReceiveProjectileWarning function in the Controller and Bot classes (call chain starts in PostBeginPlay of the projectile class). When DelayedWarning is called, or RecieveWarning is called the Bot calls the 'TryToDuck' function which may end up causing the Bot to dodge.
    "What do you mean it doesn't exist clientside?"
    YARM: where player's Lean, Prone, Mantle, Dash, Crouch Jump, 'Parkour' and slide around all with generic realistic weapons!
    My Generic Mods for UT2K4:
    Yet Another Real-life Mod: Realistic weapons, unoriginal gameplay, w/ cheap CODMW knockoff mutator
    TD Vehicles: HUMV, MI4Hound, Motorcycle, IFAV Jeep, UH-60, MH-53 & AH-6 Helicopters, Abrams Tank

  4. #4
    MSgt. Shooter Person
    Join Date
    Aug 2011
    Posts
    82

    Default

    Of course they do, its rather inhuman actually, if the bot dodging does get rather annoying(like for me) then I'm sure you can use some kind a mutator that limits or prevents them from dodging all over the place.(I personally did so for my little game)

  5. #5

    Default

    what I mean, is the dodge time universal or do they get shorter delay times before they can dodge again? and can you change dodge delay time for humans and bots via unrealscript?
    Last edited by 842Legion; 07-09-2012 at 08:00 PM.

  6. #6
    MSgt. Shooter Person
    Join Date
    Nov 2010
    Posts
    287

    Default

    The bots get to dodge immediately after another dodge/jump action. Human players have a small delay.

  7. #7
    MSgt. Shooter Person
    Join Date
    Aug 2008
    Location
    Classified L9 to this date
    Posts
    122

    Default

    I remember firing a stream of projectiles at bots (usually custom with quite high stats) on Skilled; they are bloody always dodging with no delay.
    Shorter alias: DCI (in case typing DougC-Icarus is too long )

    Not as active I once was, but still gaming (not multiplayer though) ~ 2012-05-12

  8. #8
    MSgt. Shooter Person
    Join Date
    Apr 2008
    Posts
    287

    Default

    Yeup, bots have the uncanny ability to dodge stuff

    what I do though is make a weapon(via mutator) that fires a shock beam but the point of impact generates a hurt radius of 1000

    good luck dodging that bots

  9. #9
    Boomshot

    Join Date
    Feb 2010
    Location
    Portugal
    Posts
    2,162

    Default

    Quote Originally Posted by Budboy View Post
    Yeup, bots have the uncanny ability to dodge stuff

    what I do though is make a weapon(via mutator) that fires a shock beam but the point of impact generates a hurt radius of 1000

    good luck dodging that bots
    *gives one of these to the bots*

  10. #10
    MSgt. Shooter Person
    Join Date
    Apr 2008
    Posts
    287

    Default

    Oh shiiiiiiiiiiii-

  11. #11
    MSgt. Shooter Person
    Join Date
    Nov 2010
    Posts
    288

    Default

    Yes, they usually get shorter delay between 2 dodges or maybe there's no delay.
    Well, that's what I felt when I was testing it carefully

  12. #12
    MSgt. Shooter Person
    Join Date
    Sep 2006
    Posts
    412

    Default

    at times in a narrow hallway, a godlike bot seems as if he floats over everything i shoot at him


 

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
Copyright ©2009-2011 Epic Games, Inc. All Rights Reserved.
Digital Point modules: Sphinx-based search vBulletin skin by CompletevB.com.