Is there a source of good up to date information on the bots, including 
bot commands and cvars?  Is it possible to use TF2 bots to "seed" a 
server for example, and fill out numbers, the way it is possible with 
HL1 mod bots?

I guess specifically what I want to know is do the bots actually play 
the game, and is it possible to set them up so that they join when 
numbers are low, and leave as human players join?

For example with most HL1 bots there is a "min_bots" cvar that allows 
you to set a minimum number where the bots join - for example if you had 
"min_bots 8" the bots then when the server was empty there would be 8 
bots on the server, then as players join bots leave until there are 8 
players playing, at which point there would be no bots.

Just to be clear, this isn't to be deceptive and con players into 
joining an empty server.  I run servers for a small clan and sometimes 
we don't have enough players show up on game nights to make the games 
fun if there are no bots, and bots fill out the numbers in those cases 
to keep the games interesting and fun.

Drek

Jason Ruymen wrote:
> A required update for Team Fortress 2 is now available.  Please run 
> hldsupdatetool to receive the update.  The specific change include:
>
> Server Browser (for TF2 and DoD:S)
>  - Added a client-side server blacklist:
>       - Supports blacklisting of specific servers, all servers on an IP, and 
> all servers on a class C range.
>       - Saves the server list to a file, and has an Import button to allow 
> easy sharing (cfg\server_blacklist.txt)
>
> Balance changes:
>  - Reduced the health penalty on The Sandman.
>  - The Force-A-Nature knockback on target now:
>       - Only applies to hits that deal more than 30 damage and are in close 
> range.
>       - Factors in the firer's angle of attack when determining the knockback 
> direction.
>       - Has less of an effect on grounded targets. 
>  - The Dead Ringer now:
>       - Reduces cloak to 40% when uncloaking early.
>       - Has a 35% cap on the amount of cloak it can gain from an ammo pack.
>       - Has a quieter de-cloak sound.
>
> Changes / Fixes:
>  - Fixed a performance & stability issue with AMD processors.
>  - Improved the stability of the game server -> item backend connection.
>  - Fixed a rare server crash related to dispensers.
>  - Added min/max values to viewmodel_fov convar to match the settings in the 
> slider.
>  - Reduced the number of moons in ctf_doublecross, sadly.
>  - Demo playback now ignores sv_pure settings, allowing demos to easily 
> contain custom content.
>  - Fixed a crash related to sv_pure and the wireframe_dx6 shader.
>  - Players can no longer shoot while stunned.
>  - Fixed a bug that caused movement speed reductions to not work on stunned 
> players.
>  - Soldier Rage bar no longer resets when touching a resupply cabinet.
>
> Achievement fixes:
>  - Fixed the "Second Eye" Demoman achievement.
>  - Fixed a bug in the "Play Doctor" Medic achievement.
>  - Changed the requirements for the "Medals of Honor" Soldier achievement.
>  - Updated description for the "Blind Fire" Demoman achievement to better 
> explain the requirements.
>  - Fixed an issue that affected several achievements requiring the use of the 
> Equalizer.
>
> Community requests:
>  - Added "skip_next_map" server ConCommand to skip the next map in the map 
> cycle.
>  - Added "Play a hit sound whenever you injure an enemy" option to the 
> Multiplayer->Advanced options menu.
>  - Added server "tf_use_fixedshotgunspreads" convar. When set, shotgun & 
> scattergun pellet spreads will use a non-random distribution.
>  - Added a "show_htmlpage" command to allow server operators to display 
> custom web pages to clients.
>
> Changes to the TF Bots:
>  - In KOTH mode, Bots are now:
>       - More likely to roam around and hunt enemies if there is lots of time 
> left.
>       - Become more likely to push for the point as time runs down, or their 
> teammates start to capture it.
>  - Medic bots now:
>       - Opportunistically "overheal" nearby friends when they can.
>       - Prioritize healing of injured nearby friends more.
>       - Don't focus on Heavies quite so exclusively.
>       - Don't spam their Medigun continuously at round start.
>       - Won't choose cover far below their heal target so much (koth_nucleus).
>       - Fight back with their syringe-gun appropriately.
>  - Various improvements to combat behaviors.
>  - General bot improvements:
>       - They no longer stand still on the point when capturing or defending 
> it.
>       - They choose more varied routes now.
>       - They choose better defensive spots around captured points.
>       - They fall back to another weapon when they entirely run out of ammo.
>       - They adjust their FOV when using zoomed in sniper scope.
>       - They treat in-range Sentries as the most dangerous threat.
>       - They fire their weapons is more realistic bursts.
>       - Engineers use their shotgun properly.
>  - Added a "virtual mousepad" concept to rework how bots track enemy players:
>       - They now periodically estimate the position and velocity of the enemy 
> they are tracking, instead of "locking on".
>       - After rotating beyond a maximum angle, they will pause for a fraction 
> of a second to re-center their "virtual mouse".
>       - Allows for over/undershoot "slop" in aiming. Looks more natural, and 
> allows skilled players to dodge.
>       - Addresses the "180 spin around and fire", "Heavy bot is OP", "Sniper 
> is OP", and "I can't fight a Heavy bot as a Scout" issues.
>  - Tuned Sniper spot finding algorithm to generate more diverse locations, 
> partially addressing the "Predictable Sniper camping spots" issue.
>  - Soldier bots are more careful to not fire rockets that will explode on 
> nearby geometry and kill them
>  - Fixed a bug where bots tried to heal from a Dispenser being carried by an 
> Engineer.
>  - Tuned scoreboard logic to guard against malicious server operators 
> spoofing bot pings to hide the "BOT" tag.
>  - Added more bot names as suggested by the TF community.
>
> Jason
>
>
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