Lord Dill
7th Nov 2001, 02:59 PM
you've probably noticed my long posts due to bots giving me a hard time with my level. To tell you the truth its been a real metal strain and i feel like reaching into my computer and choking the life out of the little buggers. If they were alive ;) id kill them all!
I thought of a solution that would solve EVERYONES problems with alt path and node costs. Even if you don't have problems this would cut down on alt path testing. However, someone would have to mess with scripting (which i know nothing about)
Instead of using alt paths to tell your bot what path to pick, we need another trick. A path node that MAKES the bot go to IT
Example, the bots spawns. He wants to get to the flag base the shortest way possible picking up a close weapon or a powerup along the way. So the main goal for the bot is to get to the flag base.
Now, the thing i want to create would act LIKE a flag base (being its the top priority of the bot) He spawns and wants to get to the (lets call it an attack nod) by the shortest path. Once he acquires this attack node, he then goes for the flag.
the attack node would be
- the bots primary goal untill reached, then primary becomes the flag
- almost like a control point, once reached he moves on to the more important goal (the flag)
- made so all attacking bots would randomly select an attack node to reach.
-made so they only acquire ONE attack nod when attacking. It could almost be like a switch, when the bot reachs the attack nod. the flag whichs to a higher priority. However it would need to be reset everytime the bot dies. And, the priority of covering the flag carrier is always the highest ;)
- able to have a selection weight to give some control on which ways they pick more offen
- alot less headache then alt paths and nod cost
- alot faster to set up and less frustration (if it worked correctly)
This point might be related to the assault randomizer? but ive never used that because i only make CTF and DM levels.
I thought of a solution that would solve EVERYONES problems with alt path and node costs. Even if you don't have problems this would cut down on alt path testing. However, someone would have to mess with scripting (which i know nothing about)
Instead of using alt paths to tell your bot what path to pick, we need another trick. A path node that MAKES the bot go to IT
Example, the bots spawns. He wants to get to the flag base the shortest way possible picking up a close weapon or a powerup along the way. So the main goal for the bot is to get to the flag base.
Now, the thing i want to create would act LIKE a flag base (being its the top priority of the bot) He spawns and wants to get to the (lets call it an attack nod) by the shortest path. Once he acquires this attack node, he then goes for the flag.
the attack node would be
- the bots primary goal untill reached, then primary becomes the flag
- almost like a control point, once reached he moves on to the more important goal (the flag)
- made so all attacking bots would randomly select an attack node to reach.
-made so they only acquire ONE attack nod when attacking. It could almost be like a switch, when the bot reachs the attack nod. the flag whichs to a higher priority. However it would need to be reset everytime the bot dies. And, the priority of covering the flag carrier is always the highest ;)
- able to have a selection weight to give some control on which ways they pick more offen
- alot less headache then alt paths and nod cost
- alot faster to set up and less frustration (if it worked correctly)
This point might be related to the assault randomizer? but ive never used that because i only make CTF and DM levels.