2014-06-02

← Older revision

Revision as of 00:09, June 2, 2014

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==''Counter-Strike: Condition Zero''==

 

==''Counter-Strike: Condition Zero''==



:''Main article: [[Development of Counter-Strike: Condition Zero]]''

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''{{Main|Development of Counter-Strike: Condition Zero}}''

 

 

 

During the early production of ''Condition Zero'', Gearbox Software hired Klinge to work on the early bot AI for the game, allowing for use in single-player and cooperative play as well as the traditional teamplay. During the transfer of production to [[Ritual Entertainment]], the fate of the new bot was unknown.

 

During the early production of ''Condition Zero'', Gearbox Software hired Klinge to work on the early bot AI for the game, allowing for use in single-player and cooperative play as well as the traditional teamplay. During the transfer of production to [[Ritual Entertainment]], the fate of the new bot was unknown.

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Enemy bots will react to your firing, and will often form a small to large group in attempt to kill the player, unlike in previous games. This is probably a way to force the player to work closely with friendly bots. Working alone is more difficult even on the lowest skill set. Also, bots are reprogrammed to focus on human players first before targeting other bots, unless they are in close proximity.

 

Enemy bots will react to your firing, and will often form a small to large group in attempt to kill the player, unlike in previous games. This is probably a way to force the player to work closely with friendly bots. Working alone is more difficult even on the lowest skill set. Also, bots are reprogrammed to focus on human players first before targeting other bots, unless they are in close proximity.

 

 



Moreover, the infiltration skills of bots have improved as well, namely, for [[Bombsite|bombsites]]. A.I. players will usually use different entrances to breach through enemy occupied territory and they are more effective as well.

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Moreover, the infiltration skills of bots have improved as well, namely, for [[bombsite]]s. A.I. players will usually use different entrances to breach through enemy occupied territory and they are more effective as well.

 

 

 

In [[GoldSrc]] games, bots would take at least 3-7 seconds to purchase their preferred [[weapon]]s and [[equipment]]. This was removed in CS: Source and [[Global Offensive]].

 

In [[GoldSrc]] games, bots would take at least 3-7 seconds to purchase their preferred [[weapon]]s and [[equipment]]. This was removed in CS: Source and [[Global Offensive]].

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**Moreover, if submerged underwater, bots will usually struggle to swim and may even drown.

 

**Moreover, if submerged underwater, bots will usually struggle to swim and may even drown.

 

**In Source and CS:GO, to accommodate with the changes, bots can now use the interact key to open doors (however, a bot can get stuck between an open door and a wall).

 

**In Source and CS:GO, to accommodate with the changes, bots can now use the interact key to open doors (however, a bot can get stuck between an open door and a wall).



*Bots will never use the [[Burst|burst-fire]] of the [[Glock]] and the [[FAMAS]] as they will use semi-automatic mode instead (Unless it was set to the burst mode before they pick up). Moreover, they do not use the secondary fire (scope) for the [[AUG]] or the [[Krieg 552]] but do use the zoom-in functions for the [[AWP]], [[Schmidt Scout]], [[Krieg 550 Commando |Krieg 550 Commando,]] and the [[D3/AU-1]]. Due to this, bots will switch to their sidearm when engaging enemies at close proximity or has to retreat.

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*Bots will never use the [[Burst|burst-fire]] option of the [[Glock]] and the [[FAMAS]] as they will use semi-automatic mode instead (Unless it was set to the burst mode before they pick up). Moreover, they do not use the secondary fire (scope) for the [[AUG]] or the [[Krieg 552]] but do use the zoom-in functions for the [[AWP]], [[Schmidt Scout]], [[Krieg 550 Commando]], and the [[D3/AU-1]]. Due to this, bots will switch to their sidearm when engaging enemies at close proximity or has to retreat.

 

**However, should an enemy player continue to chase a bot who is armed with a sniper rifle while its sidearm has run out of ammo or has to be reloaded, the bot will fire the sniper rifle at close range.

 

**However, should an enemy player continue to chase a bot who is armed with a sniper rifle while its sidearm has run out of ammo or has to be reloaded, the bot will fire the sniper rifle at close range.

 

**In Source, they prefer to use sniper rifles at close range and they will only switch to a pistol when an enemy player is at melee range.

 

**In Source, they prefer to use sniper rifles at close range and they will only switch to a pistol when an enemy player is at melee range.

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**If human players inflict damage on friendly bots, they may say "I'm on your side" and other quotes.

 

**If human players inflict damage on friendly bots, they may say "I'm on your side" and other quotes.

 

* Most bots' names are reused from Valve employees. For example:

 

* Most bots' names are reused from Valve employees. For example:



** In hard difficulty, one of the bots is named "Gabe", probably a homage to [http://half-life.wikia.com/wiki/Gabe_Newell Gabe Newell], the founder of [[Valve]].

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** In hard difficulty, one of the bots is named "Gabe", probably a homage to [[wikipedia:Gabe Newell|Gabe Newell]], the founder of [[Valve]].

 

** In expert difficulty, two bots are named [[Jess Cliffe|Cliffe]] and [[Minh Le|Minh]] respectively.

 

** In expert difficulty, two bots are named [[Jess Cliffe|Cliffe]] and [[Minh Le|Minh]] respectively.

 

** In normal and hard difficulty, there is a bot named [[David Johnston|Dave]], the creator of maps [[Dust]], [[Dust 2]], and [[Sienna]].

 

** In normal and hard difficulty, there is a bot named [[David Johnston|Dave]], the creator of maps [[Dust]], [[Dust 2]], and [[Sienna]].

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* Throughout the history of [[Counter-Strike]], many (human) players tend to disown the capability of bots, due to their major differences in their judgement and movement. However, bots can be quite efficient (and perhaps even deadly) if their settings are set at the highest difficulty.

 

* Throughout the history of [[Counter-Strike]], many (human) players tend to disown the capability of bots, due to their major differences in their judgement and movement. However, bots can be quite efficient (and perhaps even deadly) if their settings are set at the highest difficulty.

 

* Before [[Counter Strike: Source]], even if bots were restricted in purchasing a specific [[weapon]], they may pick up a weapon (based on their preference) from a dead human player, the player can even arm their teammates against enemies armed with knives.

 

* Before [[Counter Strike: Source]], even if bots were restricted in purchasing a specific [[weapon]], they may pick up a weapon (based on their preference) from a dead human player, the player can even arm their teammates against enemies armed with knives.



* In Condition Zero. Bots will only throw some [[Grenade|grenade]] at the beginning of the round. Sometimes, they will do this even though enemy players have not been detected and they may throw it improperly. If friendly fire is enabled, a team member may get killed if bots throw multiple [[HE grenade|grenades]] at him.

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* In Condition Zero. Bots will only throw some [[grenade]] at the beginning of the round. Sometimes, they will do this even though enemy players have not been detected and they may throw it improperly. If friendly fire is enabled, a team member may get killed if bots throw multiple [[HE grenade|grenades]] at him.

 

** However, should an enemy appear in front of a bot that is wielding a grenade. They will throw a grenade at the enemy and quickly switch to his firearms.

 

** However, should an enemy appear in front of a bot that is wielding a grenade. They will throw a grenade at the enemy and quickly switch to his firearms.



** This bug was fixed during the [https://github.com/ValveSoftware/halflife/issues/566 SteamPipe conversion]

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** This bug was fixed during the [https://github.com/ValveSoftware/halflife/issues/566 SteamPipe conversion].

 

* In some rare situations, there is a glitch in which a bot may keep firing/attacking non-stop. This happens especially on higher difficulties in 1.6 and in Source.

 

* In some rare situations, there is a glitch in which a bot may keep firing/attacking non-stop. This happens especially on higher difficulties in 1.6 and in Source.

 

** This behavior also occurs when an enemy bot is blinded by a [[Flashbang]] while being attacked.

 

** This behavior also occurs when an enemy bot is blinded by a [[Flashbang]] while being attacked.

 

** If this happens and a bot with this glitch attempts to plant the bomb, the C4 will not be planted.

 

** If this happens and a bot with this glitch attempts to plant the bomb, the C4 will not be planted.



** In CS:GO, a bot may remain crouched for the entire duration of a round. If this happens, they can unusually move fast.

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** In CS:GO, a bot may remain crouched for the entire duration of a round. If this happens, they can move unusually fast.

 

*Should an allied or enemy (human) player touch a bot, the bot will move out the player's way, unless they are equipped with the knife while attacking the player.

 

*Should an allied or enemy (human) player touch a bot, the bot will move out the player's way, unless they are equipped with the knife while attacking the player.

 

*Bots almost never [[Wallbang|shoot through surfaces]] to eliminate enemies. However, Ping Of Death bots will.

 

*Bots almost never [[Wallbang|shoot through surfaces]] to eliminate enemies. However, Ping Of Death bots will.



*In Counter-Strike 1.6, bots in easy and medium difficulty do not strafe often when they see a lone enemy player, as they usually crouch or stand still when they attack. However, they will strafe either left or right in expert difficulty. It is also hard to dodge their bullets even at close range but it is possible to dodge bullets at point blank (provided that the player has a light weapon). POD bots will usually strafe while shooting, especially when they are armed with [[Pistol|pistols]].

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*In Counter-Strike 1.6, bots in easy and medium difficulty do not strafe often when they see a lone enemy player, as they usually crouch or stand still when they attack. However, they will strafe either left or right in expert difficulty. It is also hard to dodge their bullets even at close range but it is possible to dodge bullets at point blank (provided that the player has a light weapon). POD bots will usually strafe while shooting, especially when they are armed with [[pistol]]s.



*In older games, if a hostage is in front of an enemy player, bots will shoot (through) the hostage to eliminate that target.This results in a [[money]] penalty for that bot.

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*In older games, if a hostage is in front of an enemy player, bots will shoot (through) the hostage to eliminate that target. This results in a [[money]] penalty for that bot.

 

*If a [[flashbang]] blinds a bot, that bot will either crouch, spray bullets, move away from the area, or travel towards a corner.

 

*If a [[flashbang]] blinds a bot, that bot will either crouch, spray bullets, move away from the area, or travel towards a corner.

 

*Bots will only use the [[knife]] if all firearms and equipment have been restricted, all their weapons have run out of ammo, at the beginning of a round for rushing purposes, or they are attempting to leave a bombsite before the [[C4]] explodes. Bots set on higher difficulty will equip the knife first until they encounter an enemy player or enter an area where combat occurs.

 

*Bots will only use the [[knife]] if all firearms and equipment have been restricted, all their weapons have run out of ammo, at the beginning of a round for rushing purposes, or they are attempting to leave a bombsite before the [[C4]] explodes. Bots set on higher difficulty will equip the knife first until they encounter an enemy player or enter an area where combat occurs.

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**In Source, bots will switch to a firearm when they approach enemies when the bomb countdown is between 6-10 seconds. Also, they will attack assailants aggressively with the knife rather than escaping when a target is in close proximity with a bot. This tends to occur quite often in Condition Zero.

 

**In Source, bots will switch to a firearm when they approach enemies when the bomb countdown is between 6-10 seconds. Also, they will attack assailants aggressively with the knife rather than escaping when a target is in close proximity with a bot. This tends to occur quite often in Condition Zero.

 

*Bots in Source have a different waypoint behavior as they rarely take shortcuts in most maps.

 

*Bots in Source have a different waypoint behavior as they rarely take shortcuts in most maps.



::

 

 

[[Category:Counter-Strike: Condition Zero]]

 

[[Category:Counter-Strike: Condition Zero]]

 

[[Category:Counter-Strike: Source]]

 

[[Category:Counter-Strike: Source]]

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