• Home

  • Downloads

  • Demos

  • Support

  • Documents

  • FAQ

  • Forums

  • Ideas

  • Report Bug

  • It contains now: podbot mm V3B22b, AMX MOD X 1.8.2 (with such plugins as: CSDM 2.1.3b beta, ATAC 3.0.1c, ChickenMod OE 0.6.5 etc) and metamod 1.20-am. Linux 32 bit and windows 32 bit supported.
    You can grab it from our downloads page.

    +Fixed finnaly the problem with "player_weaponstrip" crash related.

    +Fixed problem with "player_weaponstrip" crash related (step1, next build will fix this finally).
    +Reduced time to reply by bots with chats. They will chat more often now.

    It includes all fixes/new features they have been already in all betas since V3B21 - previous official version.

    +FIXED crashing bug with pathfinding function.

    +FIXED bug with "meta unload" function.
    +FIXED problem with not working darkness checking by bots on linux servers. Now - because of the new code - bots are using flashlights (and probably also nvg) also on linux servers.

    +FIXED bug with bots not switching to the "normal" weapon while planting the bomb when they can see the enemy (to do - exclude the situation if the best bot's weapon is a knife - i.e. if the clip of primary or secondary weapon is empty - switching to the knife while planting the bomb helps nothing).
    +FIXED bug with bots trying to reach the goal waypoint when that one is already used by other bot/player (so there is no room to go there to end the navigation). Now the bot ends his navigation at the previous WP before the goal.
    +FIXED bug with bots looking sometimes in stupid directions (i.e. at the wall instead at any open surface) while camping after planting the bomb or camping at other WP without a camp flag. Now they should choose a better camping direction in such situations.

    +FIXED bug with bots spraying ammo too much at the wall/obstacle (now they do it much less).
    +FIXED bug with bots looking at the sky while planting the bomb.
    +FIXED bug concerning to bots buying nightgogles if it's unnessesary.
    +IMPROVED bots aiming at moving targets.

    +FIXED bug with executing task spraying logo while debuggoal index has been set to something different than -1 (bots should get that WP as its goal - spraying logo task wasn't working in that case).
    +FIXED problem with breakable - bots sometimes didn't break the breakable obstacle in its path (the code to unstuck was starting too early in some cases - before checking if there is a breakable blocking the way of the bot).

    +FIXED another bug with bots looking at the sky for no reason.
    +FIXED problem with a bot shaking when its enemy is hiding behind an obstacle.
    +FIXED problem with bot getting stuck with each other (because of wrong initialisation of model (thanks to IMMORTAL_BLG - more details here).

    +FIXED problem reported by mhanor (bots with the skill lower than 100 shouldn't infinitively get their crosshair to the hell when the enemy is no longer visible). That should help a bit also with bots looking up and shooting into the sky.

    +Added - bots are buying also the secondary weapon now (especially when they have a sniper or a shield).
    +FIXED bots are hunting the teamnate when he was attacking him - now the TA revenge takes only 1.5 sec after TA (the bot gives some damage only instead fire until kill the team attacker).
    +FIXED team specific waypoint are now really team specific (before it was fixed for offensive and deffensive goals, now bots should really take care about their team specific waypoints).
    +FIXED planting and defusing the bomb problem (bots sometimes were stopping to plant / defuse the bomb when they have seen an enemy, but they didn't switch to better weapon to fire at the enemy).
    +FIXED infinitely switching the weapon between the sniper and the pistol.
    +FIXED chicken and zombie bots camping (now they will no longer camp - except they need to hide because of low health).
    +FIXED invisibility not working for an invisible player using a knife.

    +FIXED max clip for tmp (now is 30 like it should be).
    +Added code to prevent bots loose too much ammo while shooting at the wall (they should fire at the wall less now).
    +Changed - when the bomb is planted, CTs shouldn't be so much scarried now (so they shouldn't overuse the task seekcover) - thus they are more hurry in defusing the bomb.
    +Added more info to the log file about saving (or not) pxp and pvi files.

    +Added the code to prevent bots looking up or down for no reason (need more testing to let me write here it's fixed).
    +Added the new cvar - pb_firsthumanrestart (0 stops the function added in V3B21 - when the first human joins the server and there are some bots already playing there - the round is restarted). Now this function is off by default. You can switch it to on by changing the value from 0 to 1.
    +Added code to let the bot reload the weapon at round end (if the bot doesn't see any enemy that time).
    +FIXED - the vip bot shouldn't hunt the enemy anymore.

    It includes all fixes/new features they have been already in all betas since V3B20a - previous official version.

    +FIXED the bug with bots not shooting to enemies farer away than 4096 units.
    +Reduced again bots shaking problem.
    +FIXED the bug with bots not overjumping obstacles while they are stuck.
    +FIXED the bug with bots jumping after spawning.

    +FIXED the bug with bots suiciding (that would lead to the crash on some servers - depanding on the compilation mingw/MSVC). The same result was with autodie and pb killbots command (also depanding on the compilation). But that had nothing to do with bot creation.
    +Changed - bots will not camp if they have shotguns or m241.
    +FIXED bugs with the task shootbreakable (for pb_debuggoal usage and for jasonmode).

    +FIXED the problem with bots not trying to switch to secondary weapon in short distances (if they are using snipers i.e.).
    +FIXED bug with pushing away bots in smaller areas.
    +Changed again counting the time to show welcome and/or waypoint messages in the right moment.
    +Finding the cover waypoint should be done based on really the best candidates (before some of them were remove/overwritten by other candidates).

    +FIXED the problem with bots not trying to seek the cover while reloading the weapon.
    +Changed the selection of task ENEMYHUNT and SEEKCOVER.
    +Improved yet the aiming for moving targets.
    +FIXED bug with pushing away bots on the edge of the roof - they shouldn't fall down now.
    +Cleaned the code (exactly some functions are splitted to let me easier find a specific code).
    +FIXED bug with bots throwing nades in some random places.
    +FIXED bug with bots looking at the wal for longer time.

    +FIXED the problem with bots switching the weapon to the knife in the middle of reloading the weapon.
    +FIXED the problem with bots sometimes not hearing the enemy even if he was really close to them.
    +Improved the aiming (so they look better in the comparation with yapb; but they are still a bit worse than yapb).

    +FIXED the problem with bots getting stuck with each other at the round start (now it should happen very rarely).
    +FIXED the problem with bots not pushing them-selves away to prevent get stuck.
    +Changed the aiming for moving targets (they should be a bit harder now).

    +FIXED the problem with bots sometimes not answering positively if they decide to support the player.
    +FIXED other things concerning to shaking bots.
    +Changed time of displaying the message about PWF creator (5 seconds after the player joined the server).

    +FIXED the problem when the bot sometimes (while ducking) was considering his situation as getting stuck (for no reason).

    +FIXED (finally) the problem when the first human joins a team and there are bots only on the server - there is "sv_restartround 1" called.
    +FIXED the problem with fast direction change when the bot is moving and no enemy around (the should rotate now more smoothly).
    +FIXED the problem with chat messages not filling the string with a name of the player the message is related to.
    +FIXED the problem with chat messages parsing players names with a space (i.e. if the player had a name "James Bond" in the message string it was only "James").
    +FIXED "shoot at death time" to get it working as it should (when the bot kills an enemy, he is still trying to shoot at the same direction for a random period - 0.3sec, 1.0sec).
    +FIXED the problem with bots trying neverending to break some unbreakable obstacle (after short time that unbreakable obstacle gets ignored by a bot).

    +FIXED the problem with hostages staying above a bot (i.e. on a box). That should also help with defusing a bomb on a box (but that wasn't tested).
    +Changed the function when the bot is changing the moving direction more than 120 degrees - now instead stoping the bot is slowed down.
    +When the first player joins the team, the restart round happens after 1 second delay (instead 5).

    +FIXED finally the problem with death messages breaking the function of virtual ping for bots (pb_latencybot 2)
    +Changed the function when the bot is falling down, it should press "use" button (to support parachute AMX/AMXX plugins) - now it does it only when the bot is falling down more than half second and sv_parachute cvar is 1 (so the parachute plugin is there and it is really working).
    +Changed the chat usage - the bots should chat less often (they shouldn't spam the chat area).
    +FIXED the problem with radio commands - when the cvar pb_radio is 0, bots should still react on radio messages (they just don't answer by radio).

    +Changed the functionality of the virtual ping (now it gets random from 30-50 range value; before it was fluctuating about the average ping of humans). Still it doesn't work perfectly - when the scoreboard get updated by new frags, for 1 second all pings for bots are disappearing, then they are there again).
    +FIXED auto add/kick bot function problem.
    +FIXED function when the bot is falling down, it should press "use" button (to support parachute AMX/AMXX plugins) - now it doesn't do that on ladders and does really when is falling down only.
    +Changed - when the first player joins a team on the server and there are in T and CT teams bots only, the round is restarted in 5 seconds.

    +Added new functionality for pb_latencybot cvar. Now when You set it to 2 it starts to show virtual random ping for bots (experimental - doesn't work perfectly - when the scoreboard get updated by new frags, for 1 second all pings for bots are disappearing, then they are there again).
    +Changed the delay time bots would answer to chat messages (that should prevent bots to overflood the chat area). I need to think how to make a better randomization for "start" talking (probably finally I'll ad a cvar for that).
    +Added new function when the bot is falling down, it should press "use" button (to support parachute AMX/AMXX plugins).
    +Added - when the first player joins a server and there are bots only, the round is restarted in 5 seconds.
    +Removed experimentally the check for dead players if the user is with NOCLIP movement flag.

    +Another small change for unstuck code. They should better (again) unstuck from them-selves (faster).
    +Changed the code to stop the bot while changing strongly the direction while walking. Now the bot stops only if the radius of the waypoint - where he should stop because of the direction chnage - is smaller than 49 units (so it doesn't happen anymore in any open surface - just somewhere near walls, doors like it should be).
    +Added "pb help" function (i.e. write in the console "pb help add" to see more info about "pb add" command. That function was missing since the time SpLoRyGoN was coding podbot mm; he haven't had time to do it, but he really wanted it. Finally I found time to implement it.
    +FIXED the code for cleaning unnecessary connections - it should take care more about any waypoint with JUMP flag, so You shouldn't need to repeat Your jumps to save them again because the code was cleaning some jumps connections, too.

    +Small change for unstuck code. They should better unstuck from them-selves (faster).

    +FIXED problem with bots looking wrong direction at walking (in most cases they should look forward, but it may happen they are also looking at danger position - which isn't forward). That should reduce their looking at the wall.
    +FIXED problem with not updating the global experience if the overflow was about to happen.
    +Reverted back some function in sound slimulation (the sample of the sound is now also taken in account for 2 sec instead of 1 sec; the new sample is taken into account if the new sample's volume is higher than the old one)

    +Changed a bit and optimized the code for unstuck bots (especially when the bot is stuck with other bots/players).
    +Changed finding "BestWaypoint" for navigation (if the new WP in path is used by another bot/player, the bot will take another WP connected with the previous and next WP only if the next is visible from the prevoius one - that check was prevoiously missing).
    +Reverted back the check if the heard/last enemy is far away behind any obstacle (to prevent look the bots at the wall).
    +Added the new feature - if the bot follows waypoints while walking according to the path and it has to change the direction more than 40 degrees (if it would continue exactly the same direction - the angle would be 0 degrees), then it stops for 0.5 sec and then it continues his way. That should prevent the situation when - i.e. - the bot changes the direction 90 degrees and it hits the wall instead the door.

    +Changed a bit aiming for moving targets (V3B20c - not released).
    +Optimized the code for lookup enemies - it should reduce the CPU usage about 30%.

    It contains now: podbot mm V3B20b, AMX MOD X 1.8.1 (with such plugins as: CSDM 2.1.2k beta, ATAC 3.0.1 FINAL, ChickenMod OE beta etc) and metamod 1.19. Linux 32 bit and windows 32 bit supported.

    +FIXED problem with CT bots not defusing the bomb sometimes (no anyone nearby and they didn't defuse).
    +FIXED problem with usage of buttons triggering double door (consisting left and right part like on cs_chemical).

    It contains now: podbot mm V3B20a, AMX MOD X 1.8.1 (with such plugins as: CSDM 2.1.1j beta, ATAC 3.0.1 FINAL, ChickenMod OE beta etc) and metamod 1.19. Linux 32 bit and windows 32 bit supported.

    The latest beta became the official version.

    +FIXED the calculation of the path's length according to the "danger" data experience.
    +FIXED the problem with spinning bot while throwing nades.

    +FIXED - the bots shaking and circkling effect (reduced 99%).
    +FIXED - the bots strafing while doing attack movement.
    +FIXED - the bots unable to climb ladders (included in V3B19r).
    +Changed - the bots are changing the direction to look more fast if the new waypoint is taken (to reduce the side effect of botaim causing for example not hitting the door when the bot is changing 90 degress the movement direction).

    +FIXED - bots weren't avoiding the nades throwing in their direction.
    +FIXED - better affecting bots by smoke grenades and flashbangs.
    +FIXED - bots were issuing radio commands to dead or non existent teamnates.
    +Changed - the bots should better aim the new WP while walking (so they should faster change the direction to go - better following waypoints).
    +FIXED - "Taking fire, need assistance" command was issued even if the enemy wasn't fireing at the bot.

    +FIXED - bots unable to find the bomb partially visible (again - by Ts and CTs).
    +FIXED - CT bots are finding better the bomb to defuse it.

    +FIXED - bots unable to find the bomb partially visible (especially by Ts).

    +FIXED bots trying to avoid an approching grenade didn't check if they may fall down while moving back.
    +FIXED bots reloading the weapon didn't check if they may fall down while moving back.
    +FIXED - the bot should answer positive for the command "Follow me" only in the case it is really going to follow its "user".
    +Changed a bit the check for throwing grenade direction - it should prevent to throw the nade in weird directions (at least 50% reduced).

    Today Ancient finished the work for Admin panel which makes adding any news much more easy. Big thanks to him for his great work!
    I just need to get used to this new interface and I have to figure out few things (like adding links inside/under the text etc). :)

    Changes:
    +Fixed problem with bots looking very often at ceilling.
    +Forcing CT bots stop camping and trying to defuse the bomb if the defuser got killed.
    +Changed a bit method of checking if the entity to pickup (i.e. bomb) is visble (so that should also fix problem with bomb partially visible after dropping).
    +Changed a bit blinded behaviour.
    +Changed - the bots are not trying to spray so much the ammo for the enemy behind the wall (just a little bit and with some interval time (15sec) it may happen again).
    +Fixed - reloading time is a bit longer than in V3B19m, so the bots shouldn't start to use knives if they are thinking they are reloading too long time.

    Changes:
    +FIXED - The bots had double skill displayed (for example "[POD]Roger (100)(100)" in the name after changing the map to the new one (after timelimit has expired or maxrounds/winlimit reached).
    +Changed - The bot is not droping the higher price weapon at the new round start to buy the cheaper - but in his opinion - better one.
    +FIXED - Bot better uses the zoom (instead zooming in/out all the time) of sniper and assault weapons.
    +FIXED - When the bomb is planted the bots wanted to go to the target using the shortest path (so all of them could get easy get killed by waiting Ts). Now they are getting the path according to the "danger" data experoience.
    +FIXED - Bots were trying to get the same waypoint to caping while defending some position (for example planted bomb).
    +FIXED - Sometimes the high skilled bots didn't know they can hit the head of the enemy (and they were trying to hit his body instead).
    +Changed - The bots are trying to hit the enemy behind the obstacle more often now (if he could be seen or heard before).
    +Changed - Filtering the aiming position to don't switch too often the position the bot should look at.
    +FIXED - The bot is switching now to thr secondary weapon for short distances to enemy, when is using the sniper weapon.
    +Changed - The nade throwing - the bot checks where the enemy is looking at (if visible) to prevent to be an easy target (or throws it at near expected enemy's position - if he is behind some obstacle).
    +Changed - Some functions more frequently called are using static variables now, so it should be better optimized in execution now

    Changes:
    +FIXED problem with bots jumping while shooting from the sniper weapon.
    +Changed some code with pickup/defuse/attack priorities.
    +FIXED one minor bug with excluding goal waypoints to visit by CTs on de_xxx maps after the bomb is planted.
    +Bots as chicken and zombies are hunting their enemies yet more aggressive.

    Changes:
    +FIXED problem with TeamInfo messages, so the bots should know better who is a friend and who is an enemy.

    Changes:
    +Changed the method to turn on/off the flashlight to Immortal_BLG method (pEdict->v.impulse 100).
    +Bots are trying to hunt/attack the enemies and jump more often if they are chickens/zombies.

    Changes:
    + Added a check if mp_flashlight is 1 - so the bots are allowed to use flashligt.
    + Changed a bit behavior of using flashlights (no longer used while attacking or they can hear the enemy nearby - so they aren't easy target anymore).
    + FIXED (I believe) the bug mentioned by Immortal_BLG - the model for lightning shouldn't be visible anymore (need more tests).
    + Bots are buying and using nightgoogles on dark maps.
    + Bots are no longer trying to use any weapon except knife if they are zombies.

    Changes:
    + Changed the code for CTs to better find the planted bomb. + Added - since the bots are affected by darkness, they have to use flashligths (in the next version I have to add a check if mp_flashlight is 1 - so they are allowed to use flashligt). Thanks THE_STORM for the tip.
    + Added more info for wrong waypoints connection ("Waypoint problem. No path found" message should also say beetwen which nodes the path is missing).
    + FIXED the bug with radio commands the bots were saying to nobody (if none of teamnates was yet alive).
    + FIXED the bug with pb_mapstartbotdelay (thanks to Orangutanz to point it out) and pb_wptfolder cvars not loaded for the first map.
    + Added the new cvar pb_latencybot [0|1] which lets You show one the scoreboard the string [BOT] instead nothing (requested by sPlOrYgOn). Note - it works only when the bot is adding/creating, so changing the cvar later doesn't affect any bot already in-game.

    Changes:
    + Changed the code for Ts to better choose the bombzone (in logs You can see in beta when they are deciding to do something to take the new bombsite if needed).
    + Changed - if the bot is chickened, it is not buying any primary or secondary weapon anymore (the new coming ChickenMod is forcing the player to drop the gun, so no reason to lose money by the bot).
    + FIXED the bug - bots were spamming by radio command "It's gonna blow" - whenever someone was throwing the nade (since V3B19f).

    Changes:
    + Added more code for Ts to better choose the bombzone.
    + Changed - if the bot has more money and already has a primary weapon, he is buying now a better primary weapon.
    + Changed - for linux i386.so version - statically linked with libstdcc++6.so - big thanks to THE_STORM for figuring it out.

    Changes:
    + Added invisibility check, so if the player is invisible, the bot cannot see him (at least until invisible player is starting to shoot at him - then - he can see the fire from his gun, so he is trying to answer with fireing at that direction).
    + Added affecting by darkness (thanks to PMB and his RACC code) - same like above - if in dark room the enemy is starting to fire at the bot, so he can see the fire from the enemy's gun - then the bot is fireing at that direction, too.
    + Expressed the pb_detailnames cvar meaning (0 - no skill and no [POD] prefix, 1 - skill as sufix and [POD], [P*D] and [P0D] prefixes added to the name; 2 - only the prefix is added to the name (no skill as the sufix added); 3 - only the skill sufix is added (no [POD] tags added).
    + Added pb_maxcamptime cvar (default 30) - the maximum time You allow the bot camping in one place - after that time it has to go to another place.
    + FIXED problem with reloading the weapon at the round start.
    + Added - if the bot has less money than 900, sometimes they will try to save the money by not buying any new weapon.
    + Changed - reverted back - the bot is taking care about the closest sound instead of the most loud one.
    + FIXED - if there is no enemy nearby and the bot is going to pass the door, the bot is facing the door to open them in the right direction.
    + FIXED - when the bot is turned into the chicken (ChickenMod), it is now able to pickup hostages and defuse the bomb.

    The latest beta became the official version.

    It contains now: podbot mm V3B19d, AMX MOD X 1.8.0 (with such plugins as: CSDM 2.1.1j beta, ATAC 3 FINAL, ChickenMod Rebirth 1.0c etc) and metamod 1.19. Linux 32 bit and windows 32 bit supported. (fixed linux version of AMX X 1.8.0)

    Changes:
    + FIXED bug with jumping bots after camping and after reaching the destination waypoint during the normal navigation movement.
    + Changed the way of calculating the vertical position of landing of the grenade (if the enemy is above or under the bot).

    Changes:
    + FIXED another minor bug with ducking bots.
    + Changed - the bots are sometimes also ducking while shooting from other than awp weapon (similar to YapB).
    + Optimized again engine messages usage (thanks ghost_of_evilspy and his jk_botti).
    + Changed the way of checking if custom body parts (arms, legs, feet) are visible for the bot (to stop random part checks - another cause of shaking bots).

    Changes:
    + FIXED one more minor bug with ducking bots.
    + FIXED old problem with geting camping direction at non-camp waypoint.
    + Added a check if the bot carrying C4 is going to plant it somewhere and if maybe he is more close to another bomb-site (then it will change its goal).

    Changes:
    + FIXED problem with bots unable walking in air ventilation corridors while ducking.
    + FIXED another minor bug with ducking bots.
    + Added some additional code to prevent bots shaking, but it seems it sometimes still happens rarely.
    + Changed - if the bot is forced to camping at non-camp Waypoint - it is trying now to use now the danger direction for that Waypoint instead just pickuping the random visible WP to camp in that direction.

    Changes:
    + Added facing filtering and fixing shaking the bot all the time.
    + FIXED problem with bot towers on ladders (the bot goes away from the ladder and it waits a bit if a teamnate is already using the ladder).
    + Changed WaypointNodeReachable function for adding waypoints and selecting a better alternatives if the waypoint is in use by someone else.
    + Improved omitting the obstacles with strafing (unstuck code).
    + Improved detection if the bot can move forward/back (unstuck).
    + FIXED small problems with collecting experience data.
    + FIXED problem with looking at the strange direction while camping.
    + FIXED small problem with reloading the weapon.
    + Improved aiming at waypoints more accurate now (Waypoint Editor).
    + Changed the info shown for waypoint editor (it shows more info now).
    + Changed the refresh of drawing waypoints (every 0.1 sec separatelly for each waypoint).
    + Changed a bit aiming the target by bots (taken some idea from YapB).
    + Added some commands concerning to experience data:
    pb experience show - shows the data stored in the pxp file.
    pb experience test_a_T index1 index2 byPathType - shows the path the Terrorist bot would like to choose from WP index1 to WP index2 according to kind of algorithm :
    byPathType = 0 - the shortest way according to distances between waypoints (used by aggressive bots),
    byPathType = 1 - the shortest way according to distances between waypoints and to the collected experience (damages collected - used by normal bots),
    byPathType = 2 - the shortest way according to collected experience (no matter what is the distance between waypoints, but the safest way - used by the most scaried bots).
    pb experience test_a_CT index1 index2 byPathType - shows the path the Counter-Terrorist bot would like to choose from WP index1 to WP index2 according to explained above byPathType parameter.
    pb experience test_a_CTH index1 index2 byPathType - shows the path the Counter-Terrorist bot (with following him a hostage/hostages) would like to choose from WP index1 to WP index2 according to explained above byPathType parameter.

    It contains now: podbot mm V3B18g, AMX MOD X 1.8.0 (with such plugins as: CSDM 2.1j beta, ATAC 3 FINAL, ChickenMod Rebirth 1.0c etc) and metamod 1.19. Linux 32 bit and windows 32 bit supported.

    Changes:
    +Changed - if bots get stuck on ladders with teamnates they should try to go to some previous waypoint (near the ladder).
    +Fixed some litte problem with breakables (the bots failed to break a breakable if the path between 2 waypoint across a breakable was longer than 128 units - very rearely bug).
    +Added the new function to the Waypoint Editor - pb wp clean (as the console command only). This function cleans up some stupid and unnecessary connections. If there is no argument, it takes as the argument the nearest waypoint and it checks its paths (for example if there are 3 connections - 1 to a farer away WP between 2 placed nearby or so). You can also put as an argument the WP index number You want to clean. You can also put the string "all" (without qutes as an argument - pb wp clean all) - it will cleanup all unnecessary connections from the map. I'm using this function to remove bad connections created by some beginner Waypointers (also created by me few years ago).
    Note - sometimes after using this function with argument "all" You can also loose about 1-2% of the connections they were expected (as done correctly), but because of the big advantage in cleaning up the map from bad connections it's really recomended if You want to re-waypoint some map waypointed some time ago by some poor waypointer. It reduces the time to make waypoints from scratch. If You have the map covered correctly by waypoints You need only add few waypoints like jumps, camps, Team specific, goals, rescue etc and more than likely You can finish waypointing the map in an hour. If this function will delete some paths they were expected - the WP editor will tell You if there is any broken connection while saving pwf - so You don't need to be afraid of using this new function.
    +Changed - the function WaypointAdd is rewritten a bit to prevent making stupid connections, too, so You can now use more effectively the function AutoWaypointing. All advanced waypointers normally haven't been using it - because of a lot of stupid connection the function WaypointAdd was creating (it needed manually clean up all those stupid connections - it was taking too much time), but since now You can use it (AutoWaypointing) much frequently to make waypoints for Your favourite maps more effectivelly.

    It contains now: podbot mm V3B18f, AMX MOD X 1.76d (with such plugins as: CSDM 2.1i beta, ATAC 3 RC2, ChickenMod Rebirth 1.0c etc) and metamod 1.19. Linux 32 bit and windows 32 bit supported.

    Changes:
    +FIXED - apparently reduced shaking effect of bots trying to randomize their target.
    +Optimized the usage of HL/CS messages by using static instead dynamic variables (should reduce again the CPU usage).
    +Changed - the bots should use the shield much better than before.
    +FIXED targeting VIPs first by Ts on as_xx maps.
    +Changed - for linux i386 (32 bit) compiled with gcc4.1 (the new crosstool - big thanks to ghost_of_evilspy) - the old library libstdc++5 will not be necessary anymore to load the binary file (podbot_mm_i386.so).

    Changes:
    +Changed - blinding bots by AMX/AMX X ATAC plugins should affect them better.
    +Changed - the bots should better escape from bombzone (CTs - if they don't have any chance to defuse - too small amount of time; T - about 20sec to explosion; psycho T's don't care).
    +Added - the bots should use the shield much better than before (attackers don't try to loose the whole ammo, defenders - they are trying to cover by it better and shoot with a pistol so often as possible).
    +FIXED problem with camping at weird directions.
    +Changed - they don't shake so much if they suspect an enemy behind the obstacle (done about 60% - still something to do with it).

    Changes:
    +FIXED - the bots shouldn't shoot at the exact position of the enemy behind the wall anymore.
    +Changed minimum delays of some weapons (to get them more accurate for longer distances).

    It contains now: podbot mm V3B18c, AMX MOD X 1.76d (with such plugins as: CSDM 2.1h beta, ATAC 3 beta 8a, ChickenMod Rebirth 1.0c etc) and metamod 1.19. Linux 32 bit and windows 32 bit supported.

    The latest beta became the official version.

    Changes:
    +Changed - Optimized a bit the code to reduce CPU usage (about 30% less now!!!).
    +Changed - visibility table is now saved at round end (the first round end after is calculated - instead at map change).

    The latest beta became the official version.

    Changes:
    +Added - the bots hould run better on higher fps PC.
    +FIXED - the bots should react on a sound better again (I've noticed a lot of times I was fireing at them and they weren't reacting at all like without hearing me).
    +Added/fixed - the bots should switch to better weapon after hearing the enemy nearby (except they are planting/defusing the bomb).
    +FIXED - when the bot shoot at the enemy behind the wall, he shouldn't hit him the same way as he could hit him while seeing him (for example by one shot into the head). It should be more randomly now.

    It contains now: podbot mm V3B18a, AMX MOD X 1.76d (with such plugins as: CSDM 2.1, ATAC 3 beta 8a, ChickenMod Rebirth 1.0c etc) and metamod 1.19. Linux 32 bit and windows 32 bit supported.

    Changes:
    +FIXED bug with bots not planting the bomb (while debugging I saw the bot "thinks" it has mp5navy instead C4 in its hands, but it even haven't had mp5navy at all ).
    +FIXED bug with pb_minbots not working correctly since pb_botquotamatch has been implemented.

    Because no-one was complaining, the latest beta became the official version.

    Changes:
    +Changed - bots should camp more often if they have some sniper weapon, they shouldn't if they don't have any rifle or any sniper weapon (except they defend for example the planted or dropped bomb or so).
    +Fixed bug with bots not changing the camping direction every few seconds.
    +Fixed bug with bots unable to unstuck for long period time (unstuck code works much better again).
    +Changed - bots should find better the planted bomb according to this what they actually can hear (if in some area the bot cannot hear the bomb - he marks all goal waypoints in that area as "visited" without necessity checking them separately - it wasn't working correctly since implementation in V3B16a).
    +Changed - bots are forced more to rescue hostages after pickuping them (it happened a lot of times the bot got a hostages, then he was walking around the map instead to go to the rescue point).

    Changes:
    +Added the possibility to switch on/off radio command usage and reaction on them (as a side-effect). You can change this setting by pb_radio 0/1.

    Changes:
    +Changed fireing weapons - they should have really little pauses between shooting. It makes them harder again.

    It contains now: podbot mm V3B17, AMX MOD X 1.76c (with such plugins as: CSDM 2.1, ATAC 2.5.5.5, ChickenMod Rebirth 1.0b etc) and metamod 1.19. Linux 32 bit and windows 32 bit supported.
    Get it from our downloads page.

    Changes:
    +Fixed - the bots shouldn't think now too much before shooting.
    +Fixed - the algorithm to check if the bot can hurt a friend while shooting should work a bit better.

    Changes:
    +Fixed the crash bug when human-player died.

    Changes:
    +Fixed - the bots were waiting for long time before shooting.

    It contains now: podbot mm V3B16f, AMX MOD X 1.76c (with such plugins as: CSDM 2.1, ATAC 2.5.5.5, ChickenMod Rebirth 1.0b etc) and metamod 1.19. Linux 32 bit and windows 32 bit supported.
    Get it from our downloads page

    Changes:
    +Fixed (again) some problems with pickuping weapons after re-writing the new code for that in V3B16d. I think that one is really working now.
    +Added the code if the bot cannot pickup something (for some reason) during 4 seconds - he will mark that entity as ignored (to stop task pickup item).

    Changes:
    +Fixed problem with pickuping weapons after re-writing the new code for that in V3B16d. Now that shold work correctly.
    +Added the possibility to unlimit pickuping weapons by bots (pb_maxweaponpickup = -1)

    Changes:
    +Bots should pickup also "worse" weapons (better/worse - according to the weapon's priorities in botweapons.cfg) if the current "better" weapon is out of bullets.
    +Added support for pickuping ammo, nades, armor, medkit in item mode of CSDM (or on maps fy_xxx)
    +Fixed bug with bots not being able to pickup even "better" secondary weapon.
    +Changed - the entity player_weaponstrip will get as v.target and as v.targetname the value "fake" only if v.target is empty string.
    + They should think a bit less before shooting (which should make them a bit harder again, I hope).

    It contains now: podbot mm V3B16c, AMX MOD X 1.76b (with such plugins as: CSDM 2.1 (fixed spawn files in correct place for CSDM 2.x), ATAC 2.5.5.5, ChickenMod Rebirth 1.0b etc) and metamod 1.19. Linux 32 bit and windows 32 bit supported.
    You can grab it from our downloads page.

    Changes:
    +Bots should aim better farer away targets.
    +Bots should better recognize if they can or they cannot hurt their friends while shooting
    +Bots should use the knife more often in shorter distances.
    +Bots should better try to find the bomb to defuse it (CTs).
    +Fixed problem with the lift on as_highrise (the lift with the door) - such lift needs also the special waypointing - I'll upload the pwf soon.
    +Added the new cvar pb_skin which forces the usage by bots the specyfied skin (1..4 - forced skin; 0,5 - no forcing) regardless of "pbb add" or "pb fillserver" parameters.
    +Added support for pickuping weapons created by CSDM 2.x (by BAILOPAN) in item mode.

    It contains now: podbot mm V3B16b, AMX MOD X 1.76b (with such plugins as: CSDM 2.1, ATAC 2.5.5.5, ChickenMod Rebirth 1.0b etc) and metamod 1.19. Linux 32 bit and windows 32 bit supported.
    You can grab it from our downloads page.

    The full changelog between V3B15c and V3B16b is here.
    Visit download page (left side of this page You can see the button for it).

    Changes:
    +Bots aim better the moving target - because of this they should be harder again.

    Changes:
    +Changed aiming system to make bots harder again (to make finally person135 happy )
    +Fixed bug with shoving/pushing hostages intead pickup/use them by bots
    +Changed the system of finding bombs by CTs (before they were trying to go the closests goal WP, then they were randomly choosing another one; currently if they choose some goal WP and they are near it and they cannot hear the bomb, they check some farer away goal WPs - to prevent visit for example 5 goal WPs at the same bomb site if they cannot hear the bomb at that bomb site).
    +Bots should camp a bit more often instead rush all the time.

    Changes:
    +Bots should be harder now (requested by a lot of people).
    +Fixed usage of time frame interval value in the code (to predict the position of the enemy in the next frame or so).
    +Fixed and re-written bots hearing stuff (bot are affected by their own-sounds, are affected also by sound of teamnates and also the distance froom the source of issued sound to the bot has the influence for this what the bot can hear.
    +Bots will shoot more often through the wall (because of the fix above)
    +For pb_bot_quota_match parameter the spectators or team unnasigned human-players aren't counted.
    +Fixed problem with breakables the bot is trying to pass because the waypointer made the connection through it.
    +The values of cvars are taken as pointer members now (the addresses-pointers are cached at the initialisation of the vars, then - instead using CVAR_GET_FLOAT (which is taking too much time) I just use the values addressed by these pointers to the cvars (main idea taken from AMX MOD X - thanks BAILOPAN)
    +Bot should look at the head of the picking up hostage instead of his stomach...

    © 2006 Podbot mm
    © 2000 Podbot Markus "Count Floyd" Klinge
    Powered by Bots-united.com