FoXBot 0.85
FoXBot 0.85
File Information
- Author RoboCop
- Uploaded 7th July 2016, 03:37 PM
- Last Updated 23rd December 2023, 01:08 AM
- Category TFC Bots
- Total Downloads 8789
Files
- foxbot_085.zip 4.46 MB
Mirrors
-
1.
[Report Link] 20 Hit(s)
Screenshots
Foxbot has been developed by:
Tom, Aka RedFox
Jordan, Aka FURY
Jeremy, Aka DrEvil
Paul, Aka GoaT_RopeR
Grubber
Yuraj
Victor
JASMINE
Richard, Aka Zybby
Special thanks to:
RoboCop
Koala
Safety1st
Arkshine
Globoss
pizzahut
jeefo
RussiaTails
HeteroChromia
--------------------------------------------------------------------------------
Version 0.85
December-23-2023
Updated by RoboCop
--------------------------------------------------------------------------------
- Added new waypoints:-
+ 2kfort23
+ 2kfort5
+ junob7
+ lastresort_b1
+ gauntlet
+ tfc_orange
- Modernised RSM's angle bug fix
- Added C++17 Standard library functions support for Win32 and Linux
- Bots will now bunnyhop in stock maps plus shutdown2 and xpress2k4 but only in appropriate areas like wide spaces
- Both Win32 and Linux builds now compiled using AMBuild
- The waypoint `pathwaypoint_connect` will now auto connect path to neighbouring waypoints but at a shorter distance
- Reverted the `ProcessCommanderList` coding from version 0.791
- Added Path Check in Hunted Security Garages for bots to replenish ammo and health or escape
- Fixed the bot_chat cvar from not allowing bots to talk freely
- Fixed the `WRITE_BYTE` implicit conversion for waypoint coding
- Fixed the waypoint path in avanti that prevented bots from emerging from Defence base after capping CP3
- Enhanced the waypoint area data for dustbowl
- Repaired the rogue pathways for murderball-2002, rats, rat2 and rats3 plus they can now bunnyhop
- Optimised the waypoints and paths for rock2 in order for bots to focus more on its objectives
- Engineers will no longer go around SG turrets when repairing/upgrading
- Removed lame SG Turret nodes for 2fort, avanti, crossover2, epicenter, rock2 and well in non recommended areas
TODO List:-
>> Complete 'botdontmove' in order for "GolfBots" to stay stationary
>> To allow medic bots to heal more often, but not allow `JOB_BUFF_ALLY` to consume too many cells as engineers
>> To allow soldier bots to Rocket Jump easily
>> Fix bots navigation when shot by enemies as they sometimes cannot seem to detect where damage is coming from
>> To allow bots to use Nail Guns for destroying SG turrets, when out of nades or from a long distance
>> To prevent bots from shooting at spy corpses too long as, they aren't aware that a player switched teams as enemy spy
>> Allow bots to toss grenades at a higher elevation angle and from a lower distance as their target aim is too far
>> BONUS: Maybe add a feature for bots to have experience and wisdom or learned data in order to be a bit more human
Tom, Aka RedFox
Jordan, Aka FURY
Jeremy, Aka DrEvil
Paul, Aka GoaT_RopeR
Grubber
Yuraj
Victor
JASMINE
Richard, Aka Zybby
Special thanks to:
RoboCop
Koala
Safety1st
Arkshine
Globoss
pizzahut
jeefo
RussiaTails
HeteroChromia
--------------------------------------------------------------------------------
Version 0.85
December-23-2023
Updated by RoboCop
--------------------------------------------------------------------------------
- Added new waypoints:-
+ 2kfort23
+ 2kfort5
+ junob7
+ lastresort_b1
+ gauntlet
+ tfc_orange
- Modernised RSM's angle bug fix
- Added C++17 Standard library functions support for Win32 and Linux
- Bots will now bunnyhop in stock maps plus shutdown2 and xpress2k4 but only in appropriate areas like wide spaces
- Both Win32 and Linux builds now compiled using AMBuild
- The waypoint `pathwaypoint_connect` will now auto connect path to neighbouring waypoints but at a shorter distance
- Reverted the `ProcessCommanderList` coding from version 0.791
- Added Path Check in Hunted Security Garages for bots to replenish ammo and health or escape
- Fixed the bot_chat cvar from not allowing bots to talk freely
- Fixed the `WRITE_BYTE` implicit conversion for waypoint coding
- Fixed the waypoint path in avanti that prevented bots from emerging from Defence base after capping CP3
- Enhanced the waypoint area data for dustbowl
- Repaired the rogue pathways for murderball-2002, rats, rat2 and rats3 plus they can now bunnyhop
- Optimised the waypoints and paths for rock2 in order for bots to focus more on its objectives
- Engineers will no longer go around SG turrets when repairing/upgrading
- Removed lame SG Turret nodes for 2fort, avanti, crossover2, epicenter, rock2 and well in non recommended areas
TODO List:-
>> Complete 'botdontmove' in order for "GolfBots" to stay stationary
>> To allow medic bots to heal more often, but not allow `JOB_BUFF_ALLY` to consume too many cells as engineers
>> To allow soldier bots to Rocket Jump easily
>> Fix bots navigation when shot by enemies as they sometimes cannot seem to detect where damage is coming from
>> To allow bots to use Nail Guns for destroying SG turrets, when out of nades or from a long distance
>> To prevent bots from shooting at spy corpses too long as, they aren't aware that a player switched teams as enemy spy
>> Allow bots to toss grenades at a higher elevation angle and from a lower distance as their target aim is too far
>> BONUS: Maybe add a feature for bots to have experience and wisdom or learned data in order to be a bit more human