View Full Version : CTF bots...
XoTop
21st Oct 2000, 01:24 PM
Im building my first CTF map and it is nearly completed so i dicided to put in some bot support... but when i had put all the nodes out and i played the map the bots acted a little weird. They dont realy know how to attack by them selves their only looking for ammo or alike when they suddenly is in the flag room and even when they get there they sometimes just ignore the flag even if the room is empty. Then if they get the flag in some way they dont seem very aware of it. They run around and fight collecting ammo and never capture it. What is wrong???
stacheldraht
22nd Oct 2000, 12:35 AM
Well, Ive never actually used bots for a UT level but for Tac Ops there is a level info class where you define objectives for the bots. There is most likely something like this for the UT bots. Look around in your class browser for CTFGameInfo or something like that. If I happen to find it while I'm in the Editor I will post here again.
irongull
22nd Oct 2000, 12:43 AM
I've seen this problem - if the bots try to find a path to the flag and can't, they just run around picking up ammo. Load up the editor, and right click on any of the views. Select 'Show Paths' from the menu that pops up. Now, look at the paths that lead between the bases. The paths should all be blue. If they are red, that means the bot will only use that path as a last resort. And if there are no lines going from one base to another, thats your problem right there. Try adjusting your pathnodes so that most of the paths are blue, and make sure that all the nodes you want connected are connected. It can take some tweaking of their position - you'll get the hang of it. Basically, bots like a clear path from node to node.
You can also get this problem if your nodes are too close. Look at the log output when you build paths (Editor.log, I think) If you get any messages that say two pathnodes are too close, use the 'search for actors' function to find and delete one of the nodes. Don't worry about this error for inventoryspots - that happens all the time.
I have also seen a rare bug that seems to arise from duplication of pathnodes. If you see any log error messages that say "Warning: more than 1000 navigation points searched from XXXXX" Track down pathnode XXXXX and delete it. Then add another pathnode in the same place. It sounds crazy, but it works sometimes.
You can tell if your paths are too complicated by looking in UNREALTOURNAMENT.log after playing a game with bots. If you get the same "1000 pathnodes searched" messages a lot, this is definitely a problem. When this error happens, the bots just run around picking up ammo. Try pruning your pathnodes to make the paths simpler.
vBulletin® v3.8.0 Release Candidate 2, Copyright ©2000-2009, Jelsoft Enterprises Ltd.