These issues are all limitations, and there's no real way to fix them AFAIK. I can't make them not fire at barrels, and limiting their vision range would probably do more bad than good IMO. It's also completely impossible to make the bots follow orders, it could be done in ZScript, but it's not really possible with DECORATE+ACS (well, technically you can, but the results would be extremely poor and perhaps even worse than no orders at all).sebastianali wrote:Hello, im new in the forums and im impressed with this... Im a very fan of skulltag, and i wanted for a long time the bots... But there´s some problems that makes Skulltag bots (at least in deathmatch) better (Im test Doom 1 for now)
-For example, the bots in coop while first it seems to works fine in maps like Hangar for example the bots gets stuck shooting the enemies too far, and when the enemies died, for some reason it starts to shoot the barrels and suicides a lot of times. Sometimes the bots simply starts running in the same room and doesnt follow you, although this can be fixed if it was like Counter Strike (commands to the bots).
If you're setting botskill in the skirmish menu, that does not affect the TDBot's ability at all, you need to bind a key to the TDBots menu where there are proper difficulty options (you can set their reaction time, reduce their cone of vision to 120 degrees instead of 360, reduce their aiming accuracy, etc.). If you're already using that and still losing to them, well, just get good! I really can't believe anyone would die to the TDBots on the easiest difficulty preset, I've never died to them like that and I'm a pretty average DM player.sebastianali wrote:-In deathmatch however, the bots works very good, but for some reason sometimes stays in the same place, waiting for you to coming and has perfect aiming even in the easiest difficult, this Skulltag does a lot better.
I'm not going to add an even easier difficulty preset when the easiest one already delays their reaction time by a whole TWO seconds, reduces their aiming accuracy and reduces their cone of vision to only 120 degrees, and they play super poorly like this.
ZDoom issue, you can go into the console and type in "deathmatch 0" and "sv_nomonsters 0", and you'll be back in coop mode by next map. I might add an option for this in the next version.sebastianali wrote:-And another problem, (at least in Zdoom), is when you play coop or deathmatch, the game stays like this and you cannot play normal mode until you exit and restart the game.
When did this happen? I know that in Zandronum the bots will shoot you sometimes in coop (which can't be fixed because Zandro is missing certain features required) but this should never happen in ZDoom, unless you're using the Zandronum version in ZDoom (which you really shouldn't!). I need more details, otherwise I can't fix it.sebastianali wrote:-EDIT*: A new bug that i found is that for some reason a bot in coop start to shoot me, i doesnt damage me, but it ignores the monsters.... what? XD
Im not hating your mod or something like that, im only do you some hints that can make this mod a lot better to make our dreams real