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Currently, bot's seem to pick a random target and start going after them. This can cause issues where say a human player is across the map while the rest of the humans are inside a cade on the other side. The majority of the bots will choose the furthest human and go after them, making them basically useless for the whole wave. Bots should always choose the closest target every time to prevent this from happening.
The text was updated successfully, but these errors were encountered:
That's something i haven't thought about. You are right, due to the asymmetry between the short path (to the large amount of players) and the long path (to the single player), bots will overproportionally be busy with walking to that single player.
But i don't think bots should target the closest player (i mean, i could still add that and make it an option). But maybe i could weight the random selection based on the number of other bots that target a player/prop. So the more bots are targeting some player, the less likely it will be that another bot is randomly choosing that player/prop as a target.
(It's also a problem with map design, and with bots not being able to create nests at tactical spots.... But that's harder to fix)
I can't promise any date when i will improve this. Pull requests are welcome, though.
Currently, bot's seem to pick a random target and start going after them. This can cause issues where say a human player is across the map while the rest of the humans are inside a cade on the other side. The majority of the bots will choose the furthest human and go after them, making them basically useless for the whole wave. Bots should always choose the closest target every time to prevent this from happening.
The text was updated successfully, but these errors were encountered: