seta bot_prefix ^8[BOT]^7 "Prefix in front of the bot names"\r
seta bot_suffix "" "Suffix behind the bot names"\r
seta skill_auto 0 "when 1, \"skill\" gets adjusted to match the best player on the map"\r
+seta skill_damage 1.1 "the greater or lower the skill, the more / less damage bots will do or take"\r
+seta skill_damage_center 5 "center skill around which to apply the damage offset"\r
\r
set bot_navigation_ignoreplayers 0 // FIXME remove this once the issue is solved\r
set bot_sound_monopoly 0 "when enabled, only bots can make any noise"\r
force = force * cvar("g_ctf_flagcarrier_selfforce");\r
}\r
\r
+ // skill-based damage offset for bots\r
+ if(skill && cvar("skill_damage"))\r
+ {\r
+ float ofs;\r
+ ofs = pow(skill / cvar("skill_damage_center"), cvar("skill_damage"));\r
+ if(clienttype(attacker) == CLIENTTYPE_BOT)\r
+ damage *= ofs;\r
+ if(clienttype(targ) == CLIENTTYPE_BOT)\r
+ damage /= ofs;\r
+dprint(strcat(ftos(ofs), " --------\n"));\r
+ }\r
+\r
// count the damage\r
if(attacker)\r
if(!targ.deadflag)\r
\r
- Bootable subsystems. The crosshair, HUD, and helper voice will take 2 seconds to startup when the player spawns. Also, if armor (now considered charge) is below 5, you will not have enough energy to run your subsystems, and must wait for your armor to recharge.\r
\r
+- Skill based damage for bots. The higher the skill, the more damage bots do and the less they take. At the highest skill, bots are extremely difficult to defeat. Does not apply to campaign.\r
+\r
- The Grabber now has a screen which displays ammo count as well as weapon load.\r
\r
- Improvements to the vixen mesh. Models have been switched from zym to iqm (better and newer format), polygon count has been doubled, stomach bulges are more detailed, and the vixens are a bit more chubby and fluffy.\r
\r
- 0.8: Scoreboard doesn't show when HUD is disabled (sbar_hudselector is 0)\r
\r
-- 0.8: Weapons menu: Center setting for the gun?
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+- 0.8: Weapons menu: Center setting for the gun?\r
+\r
+- 0.7: Why does bot_number still get stuck at 7?
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