Bots/it

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Un Soldato bot in azione nella mappa Dustbowl Training
Questa pagina è per i bot nel gioco Team Fortress 2. Per i Bot nella Team Fortress Wiki, vedi Category:User bots. Per i bot in Team Fortress Classic, vedi Bots (Classic).
I soldati umani ti possono giudicare, ma possono farlo questi automi senz'anima? CERTO. Non sono ciechi. Ma Sono muti, quindi la tua incompetenza la porteranno con sè nella tomba
Aggiornamento Mac strillo

Ci sono due tipi di bots in Team Fortress 2: AI bots e Puppet bots. AI bots sono programmati con sofisticati processi di intelligenza artificiale volto ad emulare le azioni di un giocatore umano in partita, possono inoltre essere usati senza i cheats. Puppet bots non hanno programmazione di AI, ma sono utili a fini di test ed allenamento. Puppet bots sono utilizzabili previa attivazione di cheats, che disabilitano anche gli achievements.

AI bots

AI bots sono programmati per emulare il comportamento dei giocatori umani e non possono essere controllati direttamente. Inoltre le loro classi sono decise a caso. Usano un codice di AI basato sul PlayerBot e la Infected AI incluse nella serie Left 4 Dead .[1] Gli AI bots non necessitano di un server con i cheats attivi e quindi è possibile ottenere ogni achievemente mentre si gioca con loro con una eccezione:I Bots non vedono la Deathcam quando vengono uccisi; di conseguenza non si possono ottenere gli achievement collegati agli insulti in Deathcam.

gli AI bots possono essere indirettamente controllato in questo modo:

  • Durante il tempo di setup ogni bot amico o nemico che viene evidenziato con il proprio puntatore eseguirà un'insulto.
  • Un bot Medico curerà il giocatore se viene utilizzato il comando vocale "Medic!".
  • Se un bot medico sta curando ed ha una carica Über pronta, attiverà la sua carica Über usando i comandi vocali "Go go go!" o "Activate Charge!".

Stato attuale della AI dei bot

L'AI dei bot è attualmente in beta testing e diverrano più sofisticati nei prossimi aggiormanenti. Attualmente, tutte le classi sono utilizzabili e giocabili dalla Patch senza Cappelli, inclusa la Spia, un tempo piena di bug. Gli AI bots funzionano correttamente solo per quasi tutte le mappe ufficiali King of the Hill, alcune mappe Payload, alcune Attacca/Difendi (Dustbowl e Gorge), mappe Cattura la bandiera, ed in Mann Manor (nelle ultime due tipologie, i bots possono essere attivati solo con il comando da console tf_bot_add). E' possibile usare gli AI bots nelle mappe non supportate ufficialmente seguendo alcuni passaggi, ma non emuleranno al meglio i giocatori umani.

Nota: Un pacchetto di bots già pronti è stato preparato per tante mappe popolari.

Nomi degli AI bot

Gli AI bots sono programmati per avere nomi differenti, alcune volte riferendosi ad altri progetti della Valve se non alla stessa disciplina della programmazione su computer. Alcuni fanno riferimento allo stesso gioco in sè. Alcuni di questi nomi sono stati richiesti espressamente nei forum della community Steam.

Utilizzo dei bot in mappe non supportate

  1. Digitare "sv_cheats 1" nella console
  2. Digitare "nav_generate" nella console
  3. Attendere mentre il gioco genera i sentieri da seguire per la AI
  4. La mappa si ricaricherà
  5. Aprire la console e digitare "tf_bot_add <number>" per aggiungere i bot
  6. Digitare "sv_cheats 0" (opzionale, ma se non viene fatto, gli achievement saranno disabilitati).

I Bot saranno quindi usabili in ogni mappa in cui questo processo viene eseguito senza dover ripetere i passaggi precedenti ad eccezione di"tf_bot_add <number>" ogni volta che si vuole aggiungere un bot nel gioco.

Mappe con il supporto ufficiale per i bot

Comportamento della AI dei bot

  • I Bots possono solo usare il set up standard (nessua arma sbloccabile, cappllo o oggetto vario).
  • I Bots raramente useranno un'arma diversa da quella primaria alla difficoltà Facile.
  • I Bots attualmente non possono eseguire salti speciali come i rocket jumps o difendere le proprie costruzioni.
  • Se un bot uccide un giocatore, casualmente potrebbe eseguire un'insulto anche se sotto il fuoco nemico.
  • Le Spie bot (e giocatori) sono correttamente ignorati dagli altri bot se sono cammuffati. Comunque, se vengono toccati, se sparano, si nascondono, distruggono una costruzione, tutti gli altri bot che vedono l'azione dichiarerano subito la presenza della spia e non saranno scordati finchè la Spia non cambierà cammuffamento od il bot che ha visto la Spia non muore.
  • I bot Pyro useranno il compression blast contro i proiettili ed in nemici con una frequenza elevata se si usa una difficoltà maggiore di FACILE.
  • I bot Medici cerceranno di curare le altre classi prima dei Cecchini (ed in misura minore gli Ingegneri) anche se il comando vocale "Medic!" viene usato.
  • I bot Spia e Cecchino non appaiono in difficoltà FACILE: appaiono solo a difficoltà NORMALE o superiore.
  • Se un bot Spia nemico in difficoltà ESPERTO ti vede diventare invisibile, ti inseguirà ovunque anche se non ci sono elementi visibili con cui riconoscerti rispetto alla mappa.
  • I Bot non attaccano durante il tempo di setup a meno che non vengono attaccati per prima (ad eccezione dei bot Demoman che piantano le stickybombs).
  • I bot Ingegneri potrebbero costruire una Torretta in un posto strano, distruggerla, cercare del Metallo e poi ripetere lo stesso processo.

Bugs

  • Se i bot usano i comandi vocali (come "Spy!" e "Move Up!"), non appariranno sullo schermo le versioni testuali.
  • I bot Ingegneri possono camminare in mezzo alle loro costruzioni.
  • I bot possono muoversi mentre eseguono un'insulto.

Comandi AI bot

Per usare gli AI bots nelle mappe supportate, l'amministratore del server dovrebbe digitare i seguenti comandi nella console:[2]

Command Description
tf_bot_add This command will create one or more AI bots of random classes on random teams. They will also be assigned amusing human-like names.
Syntax
tf_bot_add [<count>] [<class>] [<team>] [<difficulty>]
Parameters
<count>
Specifies the number of bots to spawn. If omitted, one bot is spawned.
As of this writing, specifying a number greater than the maximum number of players, including any human players, causes the bots to freeze. Thus if there is a 24 player server (the default), and one human player, do not spawn more than 23 bots.
<class>
The classname of the class can be Demoman, Engineer, HeavyWeapons, Medic, Pyro, Scout, Soldier, Sniper, or Spy
<team>
Specifies the team name to assign the bot, where team can be red or blue.
<difficulty>
Sets the difficulty level for the bot, where difficulty can be easy, normal, or hard.
Example
tf_bot_add red 3 heavyweapons easy will add three Heavies to the RED team at the easy skill level.
tf_bot_difficulty Defines the skill of bots joining the game.
Syntax
tf_bot_difficulty <level>
Parameters
<level>
Sets the difficulty level for the bots. Values are: 0=easy, 1=normal, 2=hard, 3=expert. Default is "Normal" (1).
Example
tf_bot_difficulty 2 will set all bots created after this command to "Hard" difficulty.
tf_bot_force_class If set to a class name, all TFBots will respawn as that class.
Syntax
tf_bot_force_class <class>
Parameters
<class>
The classname of the class can be Demoman, Engineer, HeavyWeapons, Medic, Pyro, Scout, Soldier, Sniper, or Spy. Default is "" (aka blank).
Example
tf_bot_force_class medic will make all TFbots respawn as Medic.
tf_bot_join_after_player If nonzero, bots wait until a player joins before entering the game.
Syntax
tf_bot_join_after_player <integer>
Parameters
<integer>
Either 1 or 0. Default is 1 (enabled).
Example
tf_bot_join_after_player 0 will make TFBots join the game when added even if no players are on a team.
tf_bot_keep_class_after_death If zero, bots will always respawn as a different class.
Syntax
tf_bot_keep_class_after_death <integer>
Parameters
<integer>
Either 1 or 0. Default is 0 (disabled).
Example
tf_bot_keep_class_after_death 1 will prevent TFBots from changing class.
tf_bot_kick

This command will remove one or all AI bots.

Syntax
tf_bot_kick <name/all>
Parameters
<name/all>
Specifies the name of bot to remove or all.
Example
tf_bot_kick CEDA will kick the TFbot named "CEDA" if one exists.
tf_bot_prefix_name_with_difficulty If nonzero, append the skill level of the bot to the bot's name
Syntax
tf_bot_prefix_name_with_difficulty <integer>
Parameters
<integer>
Either 1 or 0. Default is 0 (disabled).
Example
tf_bot_prefix_name_with_difficulty 1 will cause added bots to have names like "1 Aimbot" (normal) and "3 Saxton Hale" (expert).
tf_bot_quota Determines the total number of TFBots in the game. Only has effect if "tf_bot_quota_mode" = "fill" or "match".
Syntax
tf_bot_quota <integer>
Parameters
<integer>
Whole number between 0 and how many players the server can hold. Default is 0.
Example
tf_bot_quota 2, if tf_bot_quota_mode = match, will add two bots to the server for every one human.
tf_bot_quota_mode Determines the type of quota.
Syntax
tf_bot_quota_mode<normal/fill/match>
Parameters
normal/fill/match
If 'normal', the server will never add/remove TFbots without explicit commands and bot_quota has no effect.
If 'fill', the server will adjust bots to keep N players in the game, where N is bot_quota.
If 'match', the server will maintain a 1:N ratio of humans to bots, where N is bot_quota.
Example
tf_bot_quota_mode fill will always keep (bot_quota - # of human players) bots in the game.
tf_bot_taunt_victim_chance Determines how often a Bot will taunt a human victim.
Syntax
tf_bot_taunt_victim_chance <integer>
Parameters
<integer>
Whole number between 0 and 100. Default is 20.
Examples
tf_bot_taunt_victim_chance 0 Bots will never taunt when killing a human player.
tf_bot_tauntvictim_chance 100 Bots will always taunt when killing a human player.
tf_bot_melee_only Determines whether a bot should only use Melee weapons or not.
Syntax
tf_bot_melee_only <integer>
Parameters
<integer>
Either 1 or 0. Default is 0 (disabled).
Exmaple
tf_bot_melee_only 1 will have bots using only Melee weapons.

Puppet bots

I Puppet bots non hanno codici per l'Intelligenza Artificiale e non si possono muovere o agire per conto loro. Questi bots possono essere usati come dei pupazzi ed il giocatore può dare dei comandi semplici come seguirlo o sparare con le proprie armi. I puppet bots vengono usati principalmente per prove di test e possono creare delle eccezionali visuali di gioco, come è possibile vedere qui.

Comandi Puppet bot

Non tutti questi comandi funzionano, alcuni comandi sono stato omessi.

Nota: inserire il comando senza alcun valore mostrerà lo stato attuale del comando ed una breve descrizione.

Command Description
bot This command will create a bot on the given team with the specified class and name. If team or name is omitted, they will be assigned randomly.
Syntax
bot -team <teamname/number> -class <classname> -name <botname>
Parameters
-team teamname/number
Specifies the team name or number to assign the bot. Where name/number can be RED or 1, BLU or 0
-class classname
The classname of the class can be Demoman, Engineer, Heavy, Medic, Pyro, Scout, Soldier, Sniper, or Spy
-name botname
botname can be anything. If there is already someone with the same name, an incremental number (starting at 1) surrounded with parenthesis will be added to the beginning of the name. For example, joe, (1)joe, (2)joe, etc. If no name is given then the name will be "bot" followed by a number starting with 01; for example, the first bot will be bot01, the next bot02, and so on.
Example
bot -team red -class Engineer -name joe
bot_changeclass Force all bots to change to the specified class.

Does not seem to be implemented, nothing happens.

bot_changeteams

Make all bots change teams. This forces all the bots to switch teams. If a bot was on the RED team then it will now be on the BLU team and vice versa.

bot_command Sends specified command on behalf of specified bot.
Syntax
bot_command <botname> <console command>
botname is the name or id of the bot to send the command to.
console command can be any of the ones listed in Scripting#Console Commands.
Example 1
bot_command bot01 "voicemenu 0 0"
Example 2
bot_command bot01 "taunt"
The slot commands (slot1, slot2, etc.) do not work with bot_command, however with bot_forcefireweapon, all bots in that class can be made to switch to a weapon and start firing, then made to stop. Only the entire group of bots in that class can be made to do so, however.
bot_defend Set to a team number, and that team will all keep their combat shields raised.

For instance, Heavies will spin their miniguns.

Not implemented at present.

bot_dontmove Bots are allowed or prevented from moving. When set to 1 the bots cannot move but they can still turn and jump. Note with a combination of this command and bot_mimic bots can be moved to certain areas and left there.
Syntax
bot_dontmove <0/1>
Bot is allowed to move, or not.
Example
bot_dontmove 1
bot_flipout When on, this command will make the bots fire the current weapon selected. Default is to use primary_fire, but if bot_forceattack2 is set to 1 then secondary fire is used.

Not implemented at present.

Syntax
bot_flipout <0/1>
On when set to 1. Off when set to 0.
Example
bot_flipout 1
bot_forceattack This will make all the bots automatically fire whatever weapon they currently have selected. If bot_forceattack2 is set to 0, then the bots will execute primary_fire. If bot_forceattack2 is set to 1, then the bots will execute secondary_fire.

Note this does nothing if bot_mimic is active (set to 1).

Syntax
bot_forceattack <0/1>
Bot will not fire if set to 0 and fire repeatedly if set to 1.
Example
bot_forceattack 1
bot_forceattack2 This will make all the bots execute secondary_fire on whatever weapon they currently have selected when bot_forceattack is set to 1.
Syntax
bot_forceattack2 <0/1>
Bot will use its weapon's secondary_fire when set to 1, primary_fire when set to 0
Example
bot_forceattack2 1
bot_forceattackon When firing, do not tap fire, hold it down. When this command is set to 0, the bot acts like it is continuously tapping the fire button (useful for the Pistol, but not for the Heavy's Minigun). If this command is set to 1, the bots acts as if it is holding down the fire button (useful for the Heavy's Minigun).
Syntax
bot_forceattackon <0/1>
On when set to 1. Off when set to 0.
Example
bot_forceattackon 1
bot_forceattack_down When firing, don't tap fire, hold it down. If this is set to 0 then the bot will act like they are continuously tapping the fire button (useful for the Stickybomb Launcher). If this is set to 1 then the bot will act as if it is holding down the fire button (useful for the Minigun).
Syntax
bot_forceattack_down <0/1>
On when set to 1, off when set to 0
Example
bot_forceattack_down 1
bot_forcefireweapon Forces all bots who have the specified weapon to switch to and fire it.

If a bot does not have this weapon, nothing happens to it (unless it is firing a different weapon, in which it stops)

Syntax
bot_forcefireweapon <weapon filename>
filename is usually tf_weapon_ <weapon name>.
Examples
bot_forcefireweapon tf_weapon_fists makes all Heavy bots switch to and repeatedly attack with their Fists, and all other bots stop attacking.

bot_forcefireweapon tf_weapon_shotgun_pyro makes all Pyro bots switch to and repeatedly fire their Shotguns, and all other bots stop attacking.

To make all bots stop attacking, simply specify a non-existent weapon filename. Anything without tf_weapon in it isn't a TF2 weapon, so the bots won't shoot it, for example bot_forcefireweapon ,,
Bots' loadouts cannot be changed, therefore you cannot make them fire unlockable weapons.
bot_kill

Kills the specified bot.

Syntax
bot_kill <bot name>
Makes the specified bot commit suicide.
Example
bot_kill bot01
bot_mimic Bot uses usercmd of player by index.

The bot will execute all keystrokes issued by a player, mimicking movements, turns, jumps, fire, etc. It should be noted that bots will not mimic Medic calls, weapon switches, or taunts.

Note this overrides bot_forceattack but does not override bot_dontmove.

Syntax
bot_mimic <0/1>
On when set to 1, off when set to 0
Example
bot_mimic 1
bot_mimic_inverse

Inverts the movement of the bots; moving left makes the bots move right, moving forwards makes the bots move backwards, etc.

The direction which the bot is looking is not affected.

Syntax
bot_mimic_inverse <0/1>
On when set to 1, off when set to 0
Example
bot_mimic_inverse 1
bot_mimic_yaw_offset

Offsets the bots' yaw. The bots will face in a direction this angle from the player. By default this is set to 180 so that all bots will face the player. Setting this to 0 will face the bots in the same direction as the player.

Syntax
bot_mimic_yaw_offset <0-360>
Set the direction by specifying angle in degrees
Example
bot_mimic_yaw_offset 180
bot_randomnames
Syntax
bot_randomnames <0/1>
On when set to 1, off when set to 0
Example
bot_randomnames 1
bot_refill Refills all bots' Ammo counts, including Metal for Engineers.

Syntax: bot_refill

bot_saveme This makes all the bots call for a Medic, equivalent to issuing bot_command <botname> "voicemenu 0 0" to every bot.

Syntax: bot_saveme <0/1>

On when set to 1, off when set to 0
bot_selectweaponslot This makes the first bot select weapon in specified weapon slot.

0 = primary; 1 = secondary; 2 = melee; 3 = special Note this only works for the first bot spawned. There doesn't seem to be a way to specify other bots.

Syntax
bot_selectweaponslot <n>
Set n to weapon slot that bots should switch to.
Example
bot_selectweaponslot 2
bot_teleport Teleports a specified bot to a given coordinate.

Map coordinates of where you are standing can be found by typing Status in the console.

Syntax
bot_teleport <botname> <X> <Y> <Z> <Pitch> <Yaw> <Roll>
Where botname is the bot name or id to teleport.
X Y Z are the map coordinates.
Pitch Yaw Roll is the direction the bot should face.
Example
bot_teleport bot01 -4815 1385 -447 0 0 0
bot_whack Delivers lethal damage from player to specified bot. This basically kills the bot with the currently selected weapon, probably used for testing during development.
Syntax
bot_whack <botname>
Where botname is the name of bot to "whack".
Example
bot_whack bot109

Cronologia degli aggiornamenti

Patch del 17 dicembre 2009 (Aggiornamento WAR!)
  • Aggiunti Bots per il beta test sulle mappe Re della Collina.

Patch del 6 gennaio 2010

  • Numerosi miglioramenti sui comportamenti dei bot.
  • Aggiunti alcuni nomi bot, suggeriti dalla comunità.
  • Sistemato un loop comportamentale dell'Ingegnere quando cerca del metallo.

Patch del 10 giugno 2010 (Mac Update)

  • Aggiunta la modalità di Pratica Offline, con supporto per le mappe Re della Collina e Dustbowl.
  • [Non documentato] Il bot eseguirà un insulto se lo si guarda per alcuni secondi.

Patch del 11 giugno 2010

  • Sistemato un caso in cui i servers si bloccavano in un loop infinito mentre spawnavano i bot.
  • Sistemato un crash relativo al cambio livello.

Patch del 14 giugno 2010

  • Sistemati alcuni crash dei server collegato ai bot ed ai medikit.

Patch del 16 giugno 2010

  • Bot Medici ora rispondono alle chiamate di Medico fatte dai giocatori umani.
  • Se un bot Medico ti sta curando ed ha una ÜberCarica pronta, si attiverà l' ÜberCarica usando il comando "Go go go!" o "Activate Charge!".

Patch del 19 luglio 2010

  • Improved performance of bot computations that are done when a point is captured, a round starts, or a checkpoint reached.
  • Fixed Engineer bots infinite build-destroy behavior loop regression.
  • Fixed Medic bots losing their charge if they touch a resupply cabinet.
  • Fixed a crash due to having multiple types of bot systems running in-game simultaneously.
  • Fixed bot behavior issue resulting in bot pile-ups near level 3 Teleporter entrances.
  • Bots no longer consider sapped Sentry Guns a dangerous threat.
  • Bots will not try to navigate through enemy spawn rooms (unless they have won the round).
  • Engineer bots will avoid building Teleporters on steep slopes which could hinder teammate movement.
  • Added tf_bot_pyro_always_reflect cvar. Set to 1 to make Pyro bots always reflect projectiles, regardless of difficulty level.

Patch del 14 aprile 2011 (Hatless Update)

  • Added Spy TFBots. Spy bots have basic cloaking, diguising, sapping, and backstabbing behaviors now, and are ready to join the fight
  • TFBots understand the basics of the Payload scenario now, and will push the cart on offense, and try to stop the cart on defense
  • Added navigation meshes for pl_goldrush, pl_badwater, pl_upward, pl_thundermountain, and pl_hoodoo_final
  • Improved TFBot reactions to cloaked and/or disguised enemy Spies
  • Improved Demoman bot behaviors for planting sticky bomb traps
  • Demoman bots will now try to move to a safe spot and lob stickybombs onto enemy sentry nests to destroy them
  • Soldier bots switch to their Shotgun after emptying their Rocket Launcher at close/medium range
  • TFBots will no longer hide from sapped or carried sentryguns
  • Engineer bots are better at moving their Sentry Gun nest as the scenario changes
  • Improved Sniper bot algorithm for finding good sniping spots for both Capture Point and Payload scenarios
  • Sniper bots will take opportunistic shots at targets while they move to their desired sniping spot
  • Fixed bug where Sniper bots would sometimes stand around in their spawn room doing nothing.
  • Improved TFBot ability to find a safe vantage spot to attack enemy Sentry Guns
  • TFBots will no longer try to use a teleporter entrance they can't actually reach
  • Added tf_bot_melee_only cvar. If set to 1, all TFBots will be restricted to only using their melee weapon

Patch del 18 aprile 2011

  • Fixed a server crash that could occur if TFBots were used across map changes

Patch del 5 maggio 2011 (Replay Update)

  • [Non documentato] Bots now properly target the Horseless Headless Horsemann as an enemy.

Patch del 22 luglio 2011

  • [Non documentato] Bots now work on CTF maps.

Patch del 26 luglio 2011

Patch del 23 agosto 2011

  • Fixed crash with Demoman* bots trying to detonate stickybombs that had already been destroyed
  • Added tf_bot_kill console command (syntax identical to tf_bot_kick)
  • Bots obey melee only mode a bit better
  • Added func_nav_avoid to allow map creators control over where bots "like" to go
  • Fixed issue with Demoman bot reloading between each stickybomb he fired, causing him to be very slow at setting traps/destroying Sentry Guns
  • Bots never taunt if carrying the flag now
  • Aiming logic for Huntsman Sniper bots
  • Sniper bots prioritize enemy Snipers more aggressively, as well as enemy Engineers now
  • Improved Demoman bot Sentry Gun sticky bombing
  • Bots will no longer try to use health entities assigned to the enemy team
  • Added simplistic behaviors for Chargin' Targe, and various consumables (Bonk drink, Sandvich, etc)
  • Medic* bots stay a bit closer to their patient now
  • Sniper* bots go after very nearby enemies with their melee weapon now
  • Added func_tfbot_hint entity to allow map creators to tell Sniper bots good places to lurk
  • Sniper* bots opportunistically fire on viable targets they encounter while on the way to their desired lurking spot
  • Spy* bots are more aggressive about backstabbing an Engineer before sapping his nest now

Patch del 6 settembre 2011

  • Fixed a server crash related to bots

Patch del 13 ottobre 2011 (Manniversary Update & Sale)

  • TFBots have a percentage chance of noticing weapon fire based on their difficulty level. Easy bots are fairly oblivious, and Expert bots notice pretty much everything.
  • TFBots now treat certain weapon attacks as "quiet" (Spy knife, cloaking/uncloaking, some melee weapons, fists, etc). "Quiet" weapons can only be heard by TFBots when nearby, and their chance of being noticed is halved if the environment is "noisy" (ie., lots of non-quiet gunfire going on in the area). This greatly improves Spies ability to backstab TFBots without the entire team immediately turning on them.
  • Spy bot improvements:
    • Spy bots are much better about circling around and backstabbing their victims now
    • Improved Spy bot target selection in some situations (ie: clusters of Sentry Guns and enemy players)
    • Spy bots will give up on an attack and retreat if an enemy Sentry Gun aims at them
    • Spy bots now avoid nearby enemies while disguised and/or cloaked so they don't bump into them and give themselves away
    • Spy bots now have a simple notion of when their “cover is blown" now
    • Spy bots lead their target's position as they chase them down for a backstab now
    • Spy bots don't go after victims until setup time has elapsed
    • Hard and Expert Spy bots avoid looking at their prey until they get close and go for the stab
    • Easy Spy bots don't avoid enemies, or try to get behind before stabbing
    • Normal Spy bots don't avoid enemies
    • Fixed bug where Spy bots would jump against the enemy spawn gates during setup time
  • Medic bot improvements:
    • Medic bots stick much closer to running patients now
    • Medic bots stick much closer to their patient if they have an Ubercharge ready, or are deploying their Uber
    • Medic bots hide from Sentryguns now, too
  • Pyro bot improvements:
    • Pyro bots are less "pushy" with their compression blast, but will use it against ÜberCharges and to get enemies off of a capture point
  • [Non documentato] Added new bot names.

Collegamenti

  1. Team Fortress Official Blog - Erectin a dispenser
  2. WeGame.com - About Team Fortress 2: List of Commands