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xMurphyx
2nd Jun 2008, 01:29 PM
Hi,
My bots only take one route to the flag and another on the way home so I looked around a bit and found Blitz's tutorial about botpathing. I learned about AssaultPaths there and used them as described in the tutorial.

I just let the bots play a test-match now, but they simply don't give a darn about the AssaultPaths. It's like they weren't even there at all.

They do take different routes but all of them pass through the same point for no reason, which is why I wanted to have AssaultPaths to begin with. However placing them changed absolutely nothing.

What can I do about that? Where could I have made a mistake? As I said, this is the first time I used AssaultPaths so maybe it's a common error.

It would be cool if you could help me out here.

Thanks in advance!

Jetfire
3rd Jun 2008, 09:11 AM
Use showdebug to view what the bots are thinking, and whether they are actually pathing to it.

Two things spring to mind- one- they are pathing to the assault node, then deciding another route is still better/closer and backtracking to it
In this case, move the assault path closer to the base, or create a string of them to more rigidly define a route

Secondly remember the sum of the weighting of all the first assault paths in the chains you have must be equal to one

xMurphyx
3rd Jun 2008, 10:18 AM
Almost all of my AssaultPath actors have multiple paths assigned to them. Is that a problem? All the ones with Location=0 add up to 1 though!

I just used the show debug command and noticed this:
http://img72.imageshack.us/img72/6048/shot00014bj7.th.jpg (http://img72.imageshack.us/my.php?image=shot00014bj7.jpg)
It says the bot wants to attack the objective xRedFlagBase1 (and the red bots want xBlueFlagBase0), but I gave the flags another Tag (RedFlag and BlueFlag) and entered that in the objective fields of the AssaultPaths. It's like that in Blitz's tutorial too.
Does it just say that by default in show debug or could this be my problem?

I'll try to use these Tags of the bases for the AssaultPaths' objective line now.

I'll tell you if it worked or not when the rebuilding is done.

Jetfire
3rd Jun 2008, 10:24 AM
Try using the object name of the flag, rather than it's tag?

xMurphyx
3rd Jun 2008, 11:23 AM
I did that now but it didn't work either. However, in the properties of the flags I found something called "game objective" and I entered the object name there too now. Too lazy to try all combinations for now so I just set everything that looks suspicious to the same, lol. Anyway, it's rebuilding now. I'll report back when it's done.

EDIT:
Doesn't work either...

This is frustrating.

Jetfire
3rd Jun 2008, 03:35 PM
Sorry man, I uninstalled ut2k4 to make more space for my ut3 project, else I'd take a look at the map :-/
You could download troopers from the link in my sig and see how i set them up in CarbonFreeze, but that would be a several hundred meg d/l :p

xMurphyx
4th Jun 2008, 09:10 AM
I fixed a few minor BSP holes yesterday evening and changed the paths and flags so that the Tag of the flag matches the objective tag of the paths. Further I took a look at CTF-Twintombs and there are AssaultPaths at each entrance to the bases and their priority values are all "1"!
Apparently if all of them are set to 1 the bots will just chose one at random and you only need to change the values if you really want your bots to take some paths more often than others. That's not the case for me so I changed this to "1" for all my paths. Strange enough it now seems to work.

I can confirm that Blitz was right and it's the Tag, not the name or anything. What exactly made them work for me now I don't now. Maybe faulty values are worse than just leaving the priorities to 1 and I had faulty values before? Could be, because every AssaultPath had multiple paths assigned to it.

Anyway, it works now.

Thanks for your help, jetfire_!