View Full Version : Bot pathing (Oh no not again!!!!)
RFairey
22nd Nov 2000, 06:48 AM
I know this is a popular and tedious subject, but my new CTF level geometry is complete, and I have put in path nodes for the bots. I have fixed issues with lifts, Added flags, set the default game type to CTF Game, and added alternate paths. The bots use two of my paths at random as they should, but the other path involves the use of a teleporter tunnel similar to those seen in the Mothership lab level in Unreal 1. I have placed pathnodes in the tunnel, so that the teleporters at either end are linked into the path network, but the bots never seem to use the tunnel, even though there is an alternate path actor at the start of the tunnel.
Also when taking the other routes, the bots get near the flag, then turn around and leave!!! I admit that my base areas are a little complex - The flag is enclosed in two movers until someone approaches and instigates a trigger. I would have thought this would be no different to a door, and the path network passes right by the necessary trigger. I am really close to finishing the map but it will be useless if the bots don't know how to play it properly.
Aphex
22nd Nov 2000, 07:21 AM
Well for the teleporter thing, try putting inventory items either side of it (like in DM-Hyperblast). This will hopefully take the bots minds off the fact there is a teleporter there :)
Have you checked that the paths are all connected (red/blue lines) near the flag (Show Paths).
RFairey
22nd Nov 2000, 08:29 AM
Yes. All the nodes are connected. I even turned the blue lines green so I could see them easily. My teleporter takes the player to a tunnel area that is away from the main level, jets you along it with a velocity zone, and spits you out the other end. Looks very cool with fog and stuff. Would the fact that the intermediate pathnodes are a long way from the level add to the weight of the path and make the bots ignore it as they think it is too long?
Slick_Willy
22nd Nov 2000, 08:40 AM
Adding extra items in a path in a CTF map doesn't work. That method of making bots use a path only works in DM and DOM since gathering items is more important, In CTF bots concentrate more on CTF strategies then just running around picking up items. So is this tunnel a warp tunnel? How does it work? In Unreal1 the tunnel was seperate and the teleporter teleported you into the tunnel and then it forced you to the end of tunnel where you hit another teleporter that teleports you back into the map. Most of these tunnels can be fixed pretty simply by using a lift exit, lift center, lift exit group. Place a lift exit near the entrance, Then put a lift center in the tunnel and then a lift exit outside the exit. Leave your pathnodes in the tunnel so the bots don't have that temporary "get lost" syndrom when they have been taken off a path. Like if you warp tunnel is outside the level somewhere then the path line for the lift group will not follow all the way down the inside of the tunnel. The bots may jump in but they will stand and do nothing for about 15 seconds when they exit the tunnel because they moved too far from a path line while in the tunnel
Aphex
22nd Nov 2000, 08:45 AM
The shieldbelt works for me, CTF/DM/whatever.
[DL]Dragon
26th Nov 2000, 01:05 PM
i know this may sound silly, but try placing your flags a bit more into the floor. i was going nuts with one of my levels because the bots would come right up to my flags but wouldn't take them, Wolf of Wolfsunreal suggested that i try placing the flags a little deeper into the floor and it did the trick, the bots started grabbing the flag like crazy. i would "never" have thought of doing that...:+)
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