1.00 ==== all: updated for latest Steam all: comes with Installer and latest Metamod Source all: weapons ini allows weapon customisation all: hookinfo.ini allows end users to update hooks all: fixed hookinfo.ini loading from beta version all: added rcbot2path into rcbot metamod VDF tf2: medics can heal enemy spies if they dont think they are the enemy tf2: more support for new weapons tf2: medic fixes and improvements tf2: fixed engis not moving equipment after successful MVM wave tf2: fixed some bugs related to sentry gun management tf2: bots now using custom loadouts use rcbot_customloadouts 1 tf2: allow bots to use buff items tf2: bots attempt to use drink and snipers use bow tf2: added projectile prediction for cow mangler tf2: fixed some weapons tf2: fix crash with sniper 0.96 ==== all: rcbot_supermode 1 allows bots to increase skill to aimbot like skill for a challenge (works mainly for tf2) all: rcbot_addbottime changes the time bots are automatically added after each other all: an addbot queue that allows multiple addbot commands without crashing or any bad effect tf2: spies run away once they reach a lower amount of health (customised by cvar rcbot_spy_runaway_health) tf2: spies now only cloak if they see an enemy and uncloak if they think no-one is looking at them tf2: spies put more priority into attacking enemies who can't see them tf2: improved spy sapping and engi sap removal, upgrading and building tf2: crash fix tf2: more spy fixes tf2: engineer teleport exit building improved tf2: spies don't attack any players if there is an unsapped sentry in range tf2: demomen stop piping when they get hurt tf2: spies don't attack if they see an unsapped sentry around them 0.95 ==== tf2: updated MVM waypoints + new Sd_doomsday_event waypoints tf2: Lots of MVM improvements (mvm map must have flag waypoint near enemy bot spawn and capture point at defend point) tf2: Fixed slow heavy guy when revving mini gun tf2: updated default rcbot_runplayer_cmd_tf2 to 418 tf2: demomen who are piping stop when they get hurt tf2: fix bug with bots standing in respawn in MVM tf2: bots choose more defensive classes in MVM tf2: bots stop hiding when they get ubered tf2: bots are aware of nearby ally sentries that are shooting tf2: spies and engineers try to avoid walking into their sentries by mistake tf2: linux build fix tf2: engineers dont change class so often if they have a 3rd level sentry tf2: engineers dont move their sentry if it recently shot an enemy tf2: bots have higher priority to shoot defending players on CP points tf2: if there are no medics on a team there will be a higher chance for a bot to change class to medic tf2: bots take cover from pipe grenade fix tf2: snipers take cover from pipe grenades when sniping tf2: engineers stop trying to upgrade a building if it is being moved tf2: bots know they can go into other teams spawn when they win a round tf2: pyros dont airblast grenades so close tf2: players only go back to cap points that they own which are under attack tf2: RD map fix tf2: fixed medic healing bugsall: fixed some crashes due to rcbot commands all: fixed some other possible crashes all: fixed a melee weapon bug 0.94 ==== tf2: updated and fixed some waypoints tf2: bots will try to avoid sentries that killed them before when attacking point tf2: new command rcbot_tf2_pyro_airblast_ammo tf2: pyros airblast attackers of point tf2: fixed demomen reverting to primary weapon at a distance tf2: bots follow enemies if ubered tf2: bots dont follow ubered enemies tf2: pyros airblast ubered enemies tf2: pyros airblast capping / defending players tf2: bots will hang around route waypoints for more team mates tf2: more chance of red defending first point if round has not yet started tf2: fixed medic crash on cp_degrootkeep tf2: included RD mode - bots attack robots tf2: fixed bots going back to use teleporter bug tf2: fixed engineers not placing carried objects bug tf2: bots follow their enemy to the defend point if CP map tf2: pyros occasionally deflect rockets all: fixed bots not choosing correct weapon due to distance 0.92 ==== tf2: Fixed crashes - bugs in CP maps in TF2 tf2: bots on fire will continuously want health 0.91 ==== tf2: fixed crash with new version on loading dod:s bots use route waypoints -- give route waypoint same ID as flag to go to that flag through back alley dod:s bots listen to go left / go right voice commands if there are route waypoints nearbby dod:s bots use enemy down voice command when in a squad dod:s more chance of bots throwing a grenade when they hear the use grenade voice command dod:s bots try ducking if they get stuck on furniture 0.90 ==== tf2: bots check if they can see the ground beneath enemies to help aim for rockets and grenades tf2: removed need for scripts in TF2 -- using TF2 point detection tf2: bots can attack skeletons on plr_hightower_event tf2: if capture point is unreachable bots will go to nearest defend points tf2: updated sniper and sentry and exit building based on current attack or defend point on cp maps tf2: bots can now high five tf2: fixed bots attacking sentries from distance tf2: sentry and sniper placement changes tf2: added new medic dode tf2: waypoint autofix 1 command fixes senty waypoints etc with no area on cp maps tf2: fixed snipers getting stuck tf2: snipers hide when enemies see them tf2: spies don't deliberately lose their disguise unless they think enemy is targeting them tf2: ubered bots don't change to shotgun or melee if they have explosive weapon ammo tf2: fixed sentry waypoint selection tf2: more chance of bots going to point when point under attack tf2: less chance of bots trying to build sentries upon each other tf2: medics try not to heal cloaked spies or disguised spies as other team tf2: when points are updated automatically update bots attack or defend points tf2: bots try to take cover from demo pipe grenades tf2: fixed sentry avoidance tf2: added payload avoidance tf2: bots can now taunt when messing around if taunts are disabled tf2: fixed sniper bug tf2: new debug tools (memory scan and memory check) tf2: fixed current waypoint being -1 if bot stuck in corner tf2: fixed demomen detonating stickies at wrong CP when under attack tf2: improved engineer picking up buildings quicker for moving tf2: areaonly waypoint is activated when area is under attack tf2: added new waypoint type "owneronly" - this waypoint can only be used by the owner of the point tf2: fixed improved engineer building code tf2: fixed piping and sentry attacking tf2: improved return to defend code tf2: bots improved aiming for melee attacks tf2: quicker waypoint tf2: if capture point can't be reached bots go to nearest defend point (e.g. cp_steel last cap) tf2: more probability of defending/atacking points under attack tf2: within 10 seconds of round end bots will push tf2: fixed some possible crashes tf2: fixed - bots go to the correct point under attack to defend tf2: removed need for setup time in script tf2: medics jump when the players they heal jump tf2: fixed rocket launcher aiming tf2: fixed sniper aiming if sniper can't see the ground of entity tf2: more probability of bots choosing spy or demoman if killed by a sentry if rcbot_change_classes is enabled tf2: fixed possible pipe waypoint was unreachable tf2: bots don't investigate sounds if they have an enemy or were recently spawned tf2: fixed rocket aiming tf2: faster pipe waypoint searching tf2: bots stop spy checking a team mate if they attack tf2: fixed aiming when piping or spamming grens tf2: medics don't heal if a player's already being healed by a medic tf2: sniper improvements, taking cover after shooting tf2: fixed bug when bots would forget getting the flag if enemy dropped the flag tf2: if enemy drops flag bots stop returning to intel tf2: fixed snipers walking while zoomed tf2: fixed new sentry attacking task behaviour tf2: medics don't hide from enemy if they are ubered tf2: bots see spies if they are cloaked with no cloak meter left tf2: fixed bots hearing cloaked bots moving and walking towards them cloaked tf2: fixed bots looking back at their healing medic tf2: improved bots choice of taking teleports or not tf2: bots become less paranoid after they kill a spy tf2: bots become paranoid when their sentry is sapped tf2: fixed demoman pipe trap at flag standing location bug tf2: improved demoman aiming with grenade launcher tf2: engineers try to walk round their sentries (requires more waypoints) tf2: engineers tend not to attack enemies if near their sentry so they can repair it instead tf2: ubered players dont investigate sounds tf2: fixed possible bug with ghost sentries tf2: bots only build teleporters when their sentries are okay tf2: fixed engineers going to other team resupply after building teleporter entrance after team switch tf2: engineers go to ther sentries if it is attacking tf2: improved defence and attack on attack/defend maps(must be set in script) tf2: fixed a small memory leak tf2: fixed payload bomb crash tf2: fixed navigation crash tf2: bots don't investigate sounds when attacking payload bomb tf2: fixed crashes in PLR and navigation tf2: spies try to avoid line of sight of enemies tf2: improved demoman piping and spamming sentries tf2: medics don't heal if a player's already being healed by a medic tf2: sniper improvements, taking cover after shooting tf2: fixed bug when bots would forget getting the flag if enemy dropped the flag tf2: if enemy drops flag bots stop returning to intel tf2: fixed snipers walking while zoomed tf2: fixed new sentry attacking task behaviour tf2: medics don't hide from enemy if they are ubered tf2: bots see spies if they are cloaked with no cloak meter left all: fixed sv_tags multiple rcbot2 tags all: fixed possible crash while editing waypoints all: fixed random function all: reduced cpu usage with lots of openslater waypoints in a map and lots of bots all: changed waitopen to waitground waypoint all: waypoint menu shows number of paths to waypoint all: added new debug commands all: you can debug a bot by looking at it with the debug bot command all: fixed crash bug when bot died on trigger_hurt all: waypoint distances automatically update during path find all: fixed debug bot crash when bot leaves server all: added waypoint commands all: new commands rcbot waypoint check, rcbot waypoint setareatonearest all: new commands rcbot waypoint teleport, rcbot waypoint autofix all: more reliability checks for ehandle (more stable) all: new command rcbot waypoint shiftareas X Y - shifts all visible waypoints with area X to Y all: bot remembers last failed path and avoids it next time all: fixed random function to be less biased all: fixed unable to select waypoint while editing if on the wrong team dod:s bots periodically check waypoints where other team may hide 0.85 ==== all: fixed player speed all: improved aiming all: fixed aiming for head when enemy was crouched all: new debug commands "rcbot_debug_notasks" and "rcbot_debug_dont_shoot" all: fixed random waypoint selection if on new map all: you can now force a bot to go to a waypoint id with bot_goto command all: added more cost for visible waypoints to an enemy in some situations all: fixed printing on console jumbled up tf2: fixed engineers sentry orientation tf2: engineers place entrance when they spawn tf2: medics don't run for cover from flag carriers now , they chase them tf2: engineers try not to place sentries next to each other tf2: fixed spy checking for too long tf2: fixed bots shouting "spy" at spawn tf2: fixed demomen not piping sentries tf2: improved demomen mortar tf2: fixed spy crash tf2: fixed another crash when bots want to change classes tf2: engineers dont attack an enemy if their sentry is attacking the same enemy tf2: bots dont hear spy knives as often tf2: added sentry attacking and hiding from a distance tf2: engineers dont spy check if their building is sapped tf2: bots change class after round tf2: automatic capture point detection if no script (e.g. tc_hydro) tf2: engineers refrain from reusing same sentry point they tried to build last time tf2: engineers have better chance building nearby others and in other locations tf2: spies now sap dispensers tf2: engineers dont investigate sounds unless they have a sentry up and they aren't carrying anything tf2: engineers upgrade buildings if they have enough metal instead of trying to get full metal tf2: demoman pipe/spam task added - untested tf2: bots don't try to use teleporters or disps if they are sapped tf2: fixed bots forgetting the last sentry that killed them tf2: bots don't investigate sounds unless they haven't seen an enemy for a while tf2: ubered bots don't go back to resupply for ammo tf2: snipers and sentries have higher enemy factor dod:s - bots run from friendly fire grenades dod:s - improved escaping from grenades dod:s - bots say "cease fire" if under friendly fire 0.80 === all: bots don't need sv_cheats! all: deleted rcbot_sv_cheats_warning command and other cheat related commands as they are not needed now all: waypoint version now 4 : Waypoints made in this version won't work in older versions! all: added rcbot welcome message (tool tip) all: waypoint author and modifier info saved in new waypoint all: added welcome message showing author and modifier of waypoints, author is only saved once all: fixed far away squad members stopping when leader stops moving all: new cvar to allow tooltips all: tooltips for waypoints all: new squad cvar to increase/reduce frequency of bot squads all: player joining crash fix (teds suggestion) all: added 'rcbot util teleport' command all: added 'rcbot util set_teleport' command all: added 'rcbot util god' command all: added 'rcbot util noclip' command all: added waypoint type 'teleport' (cheat) makes bots teleport from the teleport waypoint to the next waypoint all: rcbot waypoint drawtype 4 will show automatically generated danger (red = dangerous) waypoints of a bots team, rcbot debug nav 1 and rcbot debug bot must be used first. dod:s added timeout for snipers and machine gunners if they cant deploy or zoom dod:s allow bots to crouch when reloading at crouch or machinegun waypoints dod:s All bot classes can snipe or deploy mg if they pickup an mg or sniper rifles dod:s bots respond to need mg voice command dod:s bots try to use secondary melee weapon in dod:s dod:s MGs move up after 'move up mg' voice command dod:s MGs move up when they see friendly killed dod:s bots shoot breakables only if not seen enemy for a short time tf2: hwguys don't rev minigun if they have the flag tf2: bots don't investigate sounds in tf2 if they have the flag tf2: bots can't hear spies attacking with knife behind them unless they know there are spies nearby tf2: bots listen to footsteps and investigate teammates attacking tf2: fixed bots spychecking observers tf2: engineers less probability of changing class when they die if they have many buildings tf2: spies try more alternative routes tf2: engineers are more successful at building nearby teammates buildings tf2: fixed some soldiers not rocket jumping 0.76 ==== convar rcbot_sv_cheats_warning: If disabled, bots will try to spawn even if sv_cheats is 1 - use only with admin cvar plugin convar rcbot_enable_wpt_sounds: Enable/disable sound effects when editing waypoints changed weapon structure slightly to accommodate projectile speed altered gravity aiming for projectiles (use convar rcbot_projtweak to tweak) HPB_Bot2o.dll can be used if rcbot2 folder is not in the users home folder fixed waypoint path display bug sprint changes added waypoint editing sounds added autowaypointing from RCBOT1 with extras fixed bug #10 mistake with passed arguments in r285 @ sourceforge bugs updated default hook offsets 0.75 ==== installer: changed installation messages / added correct terms launcher: fixed exception at start up dod:s added breakable waypoint for DOD:S (a rocket or grenade is required to break a wall nearby) dod:s breakable waypoint can be team only dod:s removed health/ammo waypoint types for DOD:S dod:s changes to reloading in dod:s to prevent bots clicking their gun too often all: fixed some waypoint menu glitches all: changed some captions on waypoint menu all: added some pathwaypoint commands into waypoint menu tf2: fixed medics not healing tf2: medics follow their healing player better tf2: sentry guns have an even higher priority to become enemies tf2: hwguys don't waste time revving their minigun if on fire or ubered tf2: engineer crash fix tf2: choice of defend waypoint changed in pl maps 0.74 ==== installer/launcher : fixed issues with dods install and launcher writing wrong values dod:s : fixes bots not seeing properly through windows dod:s : fix bots not proning on sniper spots (again!) dod:s : bots don't run away from smoke grenades dod:s : bots aim for the head if visible (more deadly) dod:s : fixed crash with bots capturing tf2 : fixed bots wrongly defending or attaking points when switching teams after round reset tf2 : spy detection changes, bots shouldn't be able to redetect the same spy if it has changed disguise and gone out of sight tf2 : spy detection improvement: bots seeing teammates shooting spies will shoot them too tf2 : spy detection improvement: spies who are cloaked and on fire can be seen tf2 : bots detect a spy if they are cloaked, on fire and no spies on team tf2 : fixed on fire detection (medics heal at a higher priority) tf2 : bots shout spy if they see an undisguised enemy spy tf2 : bots remember spies that killed them tf2 : changes to enemy following tf2 : simple spy checking - bots melee the air, pyros fire flamethrower tf2 : update bot shooting fov tf2 : bots don't listen to cloaked spies tf2 : fixed sniper bug with snipers running on the spot tf2 : changes to spy detection and engi building tf2 : fixed engis not placing moved objects (esp. dispensers) tf2 : scouts jump around sometimes from waypoint to waypoint tf2 : extra spy checking, bots might melee friendlies searching for spies tf2 : bots try to go back to their last seen medic for health (it may also be a spy) tf2 : ammo/health pickup changes, bots should change task if they suddenly picked up health or ammo tf2 : possible crash fix for demoman tf2 : engineer bots place a sentry when they hear 'put sentry here' voice command while moving a sentry tf2 : bots check for spies again if they hear a 'spy' voice command tf2 : medic crash bug fixed tf2 : fixed blue team bots now don't defend the point on attack and defend maps tf2 : engineer bots place moved object better if being attacked tf2 : bots see teleporters quicker so they use them more often tf2 : scouts automatically double jump off new waypoint type "fall" to save fall damage tf2 : fixed gameevent debug crashing tf2 : changes to sniping/when area changes bots change position tf2 : changes to engineer building to increase build success tf2 : bots should be able to seee sentries better from below tf2 : engineer bots should think about moving their objects after a point is captured tf2 : bot belief updated properly for sentry guns tf2 : bots choose more dangerous places to defend over the safest tf2 : fixed snipers not moving when sniper waypoint changes area and when they run out of ammo all mods : new sophisticated waypoint menu all mods : default waypoint drawtype is now 3 all mods : waypoint visibility percentage shown all mods : new waypoint type "fall" (fall damage) all mods : fixed crash in debug hud with looktask string error all mods : fixed bad memory allocation errors all mods : reliability fix for cfindpath task all mods : more debug hud info all mods : debug crash fixes all mods : changes for linux all mods : fixed bug when bots wouldn't change weapon when they were out of ammo all mods : aiming system changes, better aiming, especially for stationary targets all mods : bots turn quicker on ladders to improve climbing success all mods : fixed bots looking at waypoints wrong all mods : improved ladder climbing (make sure waypoint YAW is facing the ladder) all mods : bot debug hud more information 0.72 ==== all mods: please move rcbot2 folder to users home folder i.e. /users/ or ~/ all mods: Vfilesystem update all mods: rcbot2 sv_tag all mods: rcbot_ffa cvar , if 1 bots shoot each other disregarding teamplay all mods: fixed bug with bots jumping etc at the wrong position all mods: new debugging command 'rcbot debug hud' if 1, shows your debug bot info on screen tf2 : fixed engineer facing the correct way when building tf2 : fixed crash bug with engineer hl2dm: bots use ammo crates if they need ammo hl2dm: bots using buttons for lifts in hl2dm (need lift waypoints) hl2dm: bots dont shoot explosive oildrum breakables hl2dm: bots shoot breakables in the way hl2dm: bots go to snipe points if they have crossbow dod:s : bots prone when sniping on prone waypoints dod:s : added prone waypoint dod:s : machine gun changes -- bots shouldn't shoot from afar without deploying 0.71 General ------- all: using optimized sin/cos all: fixed random crash to do with weapons (all mods) all: fixed, all mods: weapon updating all: fixed bug - bots not listening to other players (improves combat) all: fixed 'you do not have access to command' after map change (all mods) all: fixed divide by zero error all: fixed waypoint radiuses not being updated when bots touched waypoints all: changed bot touch waypoint behaviour waypointing: automatically add crouch waypoint if player is holding crouch button waypointing: added waypoint add e.g. rcbot waypoint add sniper 3 (adds sniper waypoint at area 3) waypointing: added pathwaypoint removefromto , and pathwaypoint createfromto commands waypointing: smaller crouch waypoints TF2 ---- tf2: spies attack enemies on the point when disguised tf2: spy detection changes (if enemy is disguised as team spy and decloaks they don't detect the spy as long as everything else checks out) tf2: spies uncloaking when capturing point / spies defending point by attacking any enemy on point within a distance (cvar) DOD:S ------- dods: extra waypoints for stock maps thanks to genmac (alencore) dods: bot's step back from bombs before they explode better dods: fixed a class bug where bots just stood still and did nothing dods: added command rcbot_nocapturing for custom maps/modes dods: bots can plant bombs that block paths (new waypoint 'bombtoopen') dods: bot choose to plant bombs in less dangerous capture points dods: defending/sniping - bots will crouch at crouch waypoints dods: improved flag/bomb detection/fixed number of capture points bots thought were available dods: bots support flag and bomb capture points on the same map dods: support for shooting breakable objects (new commands rcbot_shoot_breakable_dist, rcbot_shoot_breakables) dods: fixed bots interrupting other bots defusing or planting 0.7 General --------- - fixed waypoint visibility table saving & loading - bot belief (danger) changes - learned bot belief is saved across maps - opens later waypoint now works - bug with finding enemies fixed - getprop system updated - CPU optimizations (requires increasing vis revs - see individual bot profiles) - a nested move+look priority system - general optimizations - rewritten getprop code DOD:S ----- - support for DOD:S - support for capture flag maps / bomb maps - comes with dod_anzio, dod_colmar, dod_avalanche and dod_jagd waypoints - requires qaypoints for other maps to work for them - bots support attacking and defending - sniping - machine gunning - radio commands - automatic class changing - 'smart' capturing decisions - grenade throwing - understand smoke grenades - bots can go prone - bots run for cover when reloading and when they see a grenade - bots can climb up and down ladders if waypointed properly I just need to add bomb map support and fix a few things and it should be ready HL2DM ----- - normal weapon switching depending on ammo/distance - bots picking up objects with grav gun and shooting enemies - ladder climbing - sprinting - bots jumping over obstacles - bots using chargers (armor/health) TF2 --- - hooks player move function so all the pyro/gravity/rocket jump/double jump/hw guy bugs are fixed - doesn't crash when tf bot is added - engineers move their buildings - sniper bug fixed when they look into the sky before sniping - waypoints for some event maps and others (thanks community) - many medic improvements - bots fight halloween bosses (added cvar rcbot_bossattackfactor) - bots shout 'activate uber' when being healed and can be ubered if they want to be ubered - spies choose diguise classes better - engineers place dispensers more reliably - spies cloaking/decloaking better when they see an enemy - bots push on overtime and when nearby players say 'go go go' or 'move up' - spy cloaking changes - heavy minigun rev up changes - bots only shoot when nearly looking at enemy (added cvar rcbot_enemyshootfov) - bots dont listen to medics using medi guns or engineers using wrench - fixed bots aim jitter in tf2 - engineer on blue team (attack map) bug fixed when wanting to place teleports - bots no longer pick up health if they are being healed by a medic 0.65 update: waypoints for some event maps and others (thanks community) change: medic improvements added: bots fight halloween bosses (added cvar rcbot_bossattackfactor) added: bots shout 'activate uber' when being healed and can be ubered if they want to be ubered change: spies choose diguise classes better change: engineers place dispensers more reliably change: general optimizations change: rewritten getprop code change: spies cloaking/decloaking better when they see an enemy change: a nested move+look priority system change: bots push on overtime and when nearby players say 'go go go' or 'move up' change: spy changes change: bots only shoot when nearly looking at enemy (added cvar rcbot_enemyshootfov) change: bots dont listen to medics using medi guns or engineers using wrench fix: bots aim jitter in tf2 fix: engineer on blue team (attack map) bug fixed when wanting to place teleports fix: bots no longer pick up health if they are being healed 0.63 - fix for TF2 update - implemented lift waypoint (bots dont think theyre stuck on them) - interface changes so RCBot2 may be more compatible with other non supported mods for testing 0.62 - fix for TF2 update 0.61 - added support for simple Special Delivery mode - added waypoints for sd_doomsday (Edited from Fillmore's) - added waypoint type 'flagonly' (only bots with the flag can go this way) + useful for special delivery type maps - added waypoint type 'noflag' (if bots have a flag it will be dropped here) + useful to stop bots taking shortcuts that might go through a respawn area 0.6 private Beta - spies only remove disguise on the flag point - engineers stop trying to upgrade buildings when they are out of metal - flag carriers don't melee - spies only voluntarily lose their disguise at the flag point if it isn't carried by a team member - more chance of medic ubering - more chance of bots facing their last enemy when looking for them - engineers crouch when building for the first time to upgrade the building - bots follow flag carriers always - spy bots attack engineers if their buildings are sapped - bots detect spies on contact (if they get stuck and see them) - bots go back to defend the push cart if it is being pushed - fixed engineers not looking at their sentries while looking after them - fixed bots not going to cart sometimes - fixed bot teleporter issue - fixed rcbot control command crash - avoid code improved - added rcbot_avoid_radius / rcbot_avoid_strength commands - bots say 'thanks' if you upgrade their bulidings - new bot utility system, max/min utilities can be changed by an external CSV (excel compatible) file - i.e. flexible bot behaviour that the user can control for certain types of maps (e.g. attack defend) this will give the engineer bots (for example) hints on what to build first in an attack map as opposed to a defend map and scouts whether to go for the flag/cart or just plain roam around this will be added by included two CSV files (attack/normal - i.e. defend) that can be edited in excel, or notepad, or any other csv editor - attack_util.csv in config folder - normal_util.csv in config folder - higher priority for bots to shoot enemies attacking the point - source change: easier for bots to say and hear all voice commands 0.58 - TF2: bots already capturing the point don't return to defend points if they're being captured - Orange Box: compatible with orange box HL2DM and other orange box mods - returned bot spawn system back to normal for mods other than TF2 0.57 - hwguys rev mini gun at dangerous locations - spies no longer trie to shoot sentries/instead focus on sapping/attacking the engi - added: rcbot_rocket_pred command , a multiplier for adding prediction to soldier rockets/demoman grenades. default: 0.45 - fixed: spies try not to uncloak when enemy is facing them - bots use dispensers more - bots change classes automatically (use rcbot_change_classes 1 command) - bots no longer cry SPY when a player is disguised as their enemy team - new waitopen waypoint type for arena/koth maps where waypoints can only be used once the point is open must use :arena_point_time: in script - updated waypoints for koth_nucleus , koth_viaduct, cp_steel and more - + various spy tweaks - fixed: a loop in medic behaviour - changed: weapon selection method in TF2 - waypoint belief change / route waypoints chosen based on bot's belief - waypoint belief change / waypoints bots took change belief when they get killed - add: new ":attack_defend_map:1" in bot map script to let bots know reds are defending on this map - spies sap teleporters 0.56 - engineers favour building sentries up to level 2 before building a teleporter exit (attacking engineers don't worry) - bots detect uncloaking spies - spies use sappers - snipers fixed - spies backstabbing improved - engineers remove sappers from sentries & dispensers - default rcbot_anglespeed value reduced to 8 - spy notice time reduced significantly - spies plan to backstab from afar - fixed memory leak - medics try to heal more often - demomen place & detonate stickies - new command "rcbot waypoint show " (shows a line to a waypoint ID) - fixed cp_steel and pl_goldrush waypoints - new config.ini for setting up bot cvars - fixed defending payload bomb in cart maps 0.546 beta! - fixed bug with pathfinding 0.545 beta! - fixed with latest Tf2 update - engi's build teleporters again - bots use teleporters again - improved engineer building detection 0.54 beta - works with latest TF2 updates - engineers don't listen to things when building - improved path finding algorithm speed 0.53 BETA - added: allowed bots to take different routes (needs updated waypoints with "route waypoints") (Works with supplied cp_dustbowl waypoints) ONLY WORKS ON CTF/CP maps with UPDATED WAYPOINTS - fixed: spies remove disguise when trying to capture point - added: arena_point_time: