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Bots follow you and your pings when you press +use on them #1345
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Bots follow you and your pings when you press +use on them #1345
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bot_follow_snake_line_collect.mp4bot_follow_snake_release.mp4 |
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To start off a conversation, I suppose it might actually be suboptimal to have the bots mimic your cloak and crouch behavior, because for the former you might want to peek around a corner without expending their thermoptic power, and for the latter you might want to allow a friendly bot to shoot over your head. Also generally, snake formation is kind of a suboptimal formation for general NT gameplay since the initial proposed distance is a bit bunched up. I think the general helpful use case might be to bring a bot along as either extra cover, or to reserve some bots for bot takeover. In either case, maybe it would be much better to have the bots farther away to reduce bunching up or blocked sightlines. |
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I was randomly hit by an idea that the formation spreading logic that this PR implements could be adapted to make the bots attempt to run away from incoming grenades: bot_command_flee_grenades.mp4 |
bot_command_ping_separate_star_squads.mp4
bot_command_squad_star__angle_coverage.mp4
Not shown in the videos:
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Added a check on player death to see if their commander was the perpetrator. If so, unassign all squadmates from that commander. You can still run after bots to collect them again. |
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Looked into improving the bot spacing and angle coverage when they arrive at the ghost objective:
The behavior inside of enclosed spaces with windows is admittedly be bit odd in the latter part of this clip: bot_command_spread_ghost_obj_garage.mp4Spaces that are more open with clear sightlines tend to work a bit better: bot_command_spread_ghost_obj_alley.mp4 |
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If I make a bot follow me and then change squads, they will continue to follow me but disregard my command to move somewhere with my ping |
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Also I guess this should be a separate PR, but it would be cool if the squad leader was sneaking, for the bots to sneak as well as long as they're fairly close. |
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also can the cs2 squad hud get the unique colour for bots following the player too 👉 👈 |
Would something like this work? bot_command_neo_hud_highlight.mp4 |
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This behavior of independent waypoints for different squads was actually a request from @Agiel but this is a good reminder that I need to write up a feature overview for this PR to get reviewers on the same page.
Yeah, I think it's better to address this as a new Issue, as currently the bot default of running all the time would clash with trying to get the bots to walk. I don't quite want to modify how the run/walk logic works with bots in this large PR yet. |
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Write-up on the current discussion points for this PR: |
I was looking at this on my phone thinking you went crazy and changed selected bot's class icon to the vip icon |
I think I'd go with something like a border around the avatar instead. The class symbols are very likely to be replaced in the future. |
Yeah, the design I struggled with is that there's only what seems like a 2 pixel gap between avatars, and I struggled to think of a color to use to highlight the border then. Unlike the original squad list, using the team color results in the colors merging. 🤔 I could try drawing over the insides of the borders but then that would cover a little bit of the avatar pictures. |
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| ConVar sv_neo_bot_cmdr_enable("sv_neo_bot_cmdr_enable", "0", |
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Disabled this feature by default so that we can use this feature for navmesh debugging while not impacting the player experience if this feature is disabled.
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FCVAR_REPLICATED - I need this flag to be shared with the client so that their playerlist UI can switch between the original player/avatar list behavior or the new highlighted commanded bots version.
FCVAR_ARCHIVE - Allows server operators or single players to decide once if they want to try out the feature, but this feature is still off by default so that parity gameplay is not affected for those not opting into using the feature.
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This is awesome, great job 👍
Left some nits that that I don't really require be addressed, but we should probably take a look at the potential UB at src/game/server/neo/bot/behavior/neo_bot_pause.cpp:48
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| ConVar sv_neo_bot_cmdr_look_weights_friendly_max_dist_sq("sv_neo_bot_cmdr_look_weights_friendly_max_dist_sq", "5000", | ||
| FCVAR_CHEAT, "Distance to compare friendly repulsion forces", true, 1, true, 100000); | ||
| ConVar sv_neo_bot_cmdr_look_weights_wall_repulsion_whisker_dist("sv_neo_bot_cmdr_look_weights_wall_repulsion_whisker_dist", "500", | ||
| FCVAR_CHEAT, "Distance to extend whiskers", true, 1, true, 100000); |
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perhaps the max value here should be MAX_TRACE_LENGTH
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Rainyan
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This is an awesome feature and I wish we can reach consensus to default-enable it eventually.
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My thinking was that we could wait to enable this feature by default until after the spring tournament build cutoff is released. By enabling the feature by default after the spring tournament, we can avoid any possible unintended issues cropping up during the the competition, and also benefit from some potential increased attention to advertise the feature. |
assert convar collapse indent max players loop optimization memdbg header and convar name tweak simplify assignment check Define invalid vector waypoint constant Collapse more indentation Collapse indentation Fix wrong comment re: default value Flatten conditions NextBotBehavior.h override specifier memdbgon Override specifier DevWarning ConVar Min follow distance use GetLocalNEOPlayer
- Removed FCVAR_CHEAT to allow admins to decide if they want to enable this feature without needing to turn on sv_cheats - Replicated flag is needed for some feature flags on the client side related to player list GUI elements - Archive flag in case server has a preference for turning on the feature on or off for future server sessions.
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