set bot_ai_vore_decide_pred 4 "How fast bots decide what to do with their prey, at lowest skill"\r
set bot_ai_vore_decide_prey 4 "How fast bots decide what to do with their predator, at lowest skill"\r
set bot_ai_vore_decide_fear 2 "How much bots will fear players more powerful than them, and therefore avoid them in some situations"\r
-set bot_ai_vore_decide_teamhealabandon 0.5 "Probability (from 0 to 1) of bot stopping a team heal when seeing a foe that they can vore"\r
+set bot_ai_vore_decide_teamhealabandon 0.5 "Probability (from 0 to 1) of the bot stopping a team heal when seeing a foe that they can vore, at lowest skill"\r
set bot_god 0 "god mode for bots"\r
set bot_ai_navigation_jetpack 0 "Enable bots to navigat maps using the jetpack"\r
set bot_ai_navigation_jetpack_mindistance 3500 "Bots will try fly to objects located farther than this distance"\r
// if a teamheal is ongoing, decide whether or not to abandon it when seeing a foe that we can attack instead
// this only causes the bot to regurgitate their team mate when seeing an enemy, with the hope that this enemy will still be there once we can swallow again
+ // the higher the skill, the greater the chance a bot will abandon a team heal for an enemy
if(self.status_teamhealing > 1)
if(Swallow_condition_check_bot(prey))
if(prey.team != self.team)
- if(random() < cvar("bot_ai_vore_decide_teamhealabandon"))
+ if(random() * 10 < cvar("bot_ai_vore_decide_teamhealabandon") * skill) // there are 10 bot skill steps
self.BUTTON_REGURGITATE = TRUE; // release the team mate
entity head;