CPMA BOT
Re: CPMA BOT
Probably. But it depends on the map too. On some maps everything will lag immediately when you add any bot with botskill 6 or higher. I don't think it happens on cpm maps.a13n wrote:CPMA bot slows down everything especially at FFA mode (just as LRCTF bots do due to grappling.)
Isn't it a wiser choice to set up a LAN dedicated server and connect to it?
By the way do you know how cpma bots work?
At one time they behave amazingly, at another they just suck.
For example at cpm7, more often than not, they simply slip into slim which is quite discouraging.
If you "fs_basegame" missionpack and play mpteam6, you'll know you can't bring enemies' flag back to your base while cpma bots can do.
At one time they behave amazingly, at another they just suck.
For example at cpm7, more often than not, they simply slip into slim which is quite discouraging.
If you "fs_basegame" missionpack and play mpteam6, you'll know you can't bring enemies' flag back to your base while cpma bots can do.
Some people say the CPMA 1.1 bots were the best. In 1.32 the bots still behave erratic, but that's probably because there are bugs in the bot code in the engine (not in the game code). I know cpma bots sometimes just stop firing or start missing most shots, but i have no clue why it happens. It's probably just not easy to fix, or arQ would have done it.
Try 85.rat on cpm3a.
On some maps the bots work better than on others, that's nothing new (cpma bots or spiterbot don't work on spacemaps at all for instance). At least the cpma bots have some movements at all, as opposed to vq3 bots. I remember that spiterbot had the same bug where he just stopped firing at times btw.

I think that was more of a problem with the game source, but now that it's released it should be fixable, however for all intents and purposes one can say that cpma development seems to be in 'mia' phase... are those guys all working on q4 now or are they just taking an extended break? :icon32:Oeloe wrote:Some people say the CPMA 1.1 bots were the best. In 1.32 the bots still behave erratic, but that's probably because there are bugs in the bot code in the engine (not in the game code). I know cpma bots sometimes just stop firing or start missing most shots, but i have no clue why it happens. It's probably just not easy to fix, or arQ would have done it.
As would I. I think now the opportunity presents itself with the game source to bring the mod into absolute perfection status, with a fully tweaked spawn system and better bots, and whatever else that might arise. But the bad news seems to be that there haven't been any updates on the promode site, nor the one thread arQ made that was to detail any additions to 1.33, which also hasn't been updated since it was made. My bet is he dove head first into q4max development and just hasn't had the time to maintain two mods really.
Why 85.rat?Oeloe wrote:Try 85.rat on cpm3a.On some maps the bots work better than on others, that's nothing new (cpma bots or spiterbot don't work on spacemaps at all for instance). At least the cpma bots have some movements at all, as opposed to vq3 bots. I remember that spiterbot had the same bug where he just stopped firing at times btw.
And does this number really make some differences at all?
-
- Posts: 4022
- Joined: Sat Mar 12, 2005 6:24 pm
I only play with the Aph, Rat, and arqon bots...they are certainly better duel partners on cpm3a and the newer Hub aero remix. There *seems* to be a pretty significant difference between a level 99 and 100 aph bot, at least on those two maps.
On run and gun CTF maps, CPMA bots are quite fun...they play a few of the 3wave maps quite well....they have trouble with the CPMA CTF maps unfortunately....water and structural sophistication vex their little minds.
On run and gun CTF maps, CPMA bots are quite fun...they play a few of the 3wave maps quite well....they have trouble with the CPMA CTF maps unfortunately....water and structural sophistication vex their little minds.

There are docs to read about things as such. :icon26:a13n wrote:I understand why skill never goes beyond 100 in game menu.
Btw, can you detect the difference between 81 and 82 just as 3 and 4 or 4 or 5.
There's more info in cpma\docs\Bots.txt.The skill thresholds are:
79- has pretty sucky aim
81+ enables evil RL
86+ tries to avoid "bad" RG shots **
bot_challenge 1
enables evil hitscan at skill 91+ after you're open for 0.5-0.25s
doesn't degrade accuracy at close ranges
aims faster after using a tele
does NOT otherwise affect aim skill
uses the "alternate" weapon choices (more hitscan)
** At 86+, you'll see a noticeable jump in hitscan accuracies.
This DOESN'T mean that they've suddenly become all-aim bots. They
actually still only hit as many shots as they do at 85, but since
they FIRE far less often when they know the shot is a "bad" one,
the percentages become much higher.
The 1.32 bots are only good on certain maps. Usually closed ones, with no fall points, or lava, etc. No water on the map either.
Item and Weapon placement on a map can play a big role on how good the bots play the map, based on their recognizing, and preference of how bad they want a certain item over another. If a mapper puts item/weapon in a place that they cannot reach, than it really messes them up.
If you want to play instagib bots, you have to load the map with all the weapons first than vote for instagib.
Their wonderful bots...just gotta give them want they want first. I just said what they want. =)
Item and Weapon placement on a map can play a big role on how good the bots play the map, based on their recognizing, and preference of how bad they want a certain item over another. If a mapper puts item/weapon in a place that they cannot reach, than it really messes them up.
If you want to play instagib bots, you have to load the map with all the weapons first than vote for instagib.
Their wonderful bots...just gotta give them want they want first. I just said what they want. =)