Need some help with bot pathing

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OpFor

Feeling suicide, thats O.K.
Apr 26, 2001
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Right now I'm currently trying to redo the bot pathing in EP2, and I need some help on bot pathing. I've started some basic stuff, but I was wondering is someone else with a little more skill could do some stuff for me. You *must* have dm-inf-macedonia and grozny installed as it uses sound and some textures from them (un officially for now, Im gunna try soon to get Old Geezers permission to use them). E-mail me at OpFor@mail.com if you have nothing better to do :) Please!
 

Freon

Braaaaiinss...
Jan 27, 2002
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uuh i don't think you need a formal autorization. many maps use his textures. anyway, that's already nice to ask ;)

what's your prolem exactly, i don't really have the time to help you, but i could probably give you some tips
 

Fat Marrow

Vegetable
Feb 27, 2002
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In my experience, bot-pathing just doesn't work :)

That said, while playing around with Spooge's Reactor Sector 4, I saw he had used LiftCentres and LiftExits in certain tight spots, rather than path nodes. I thought that would be a nifty tip to pass on (assuming it works).
 

das_ben

Concerned.
Feb 11, 2000
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LiftExits and LiftCenters work great. I attached an example screenshot to show how to use them. Just make sure the LiftCenter tag is the same as the two LiftExit tags [in the properties]. You can find the actors in the actor browser under NavigationPoint. Best use for them are tight hallways/doors, but they're also useful for making the bots go over very steep brushes [ladders for instant].
 

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    liftpaths.jpg
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OpFor

Feeling suicide, thats O.K.
Apr 26, 2001
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Cool idea guys! Even though I've been mapping for about 2 years now Im still learning alot of stuff :) Well, I guess I'll try and upload ep2beta then, and let you guys take a looksy-poo.
 

OpFor

Feeling suicide, thats O.K.
Apr 26, 2001
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Ok, wtf is up with attachments? bah, well e-mail for it, as I don't want anyone to host it yet.
 

fist_mlrs

that other guy
Jan 4, 2001
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i might add that the lift center/lift exit thing can become a major performance killer if you use it often, try to use pathnodes whenever possible. in fmkasbah i needed to use lots of lift ceners/exits to get the bots moving at all as basicly every place is to narrow for the engine to connect the pathnodes. it ended up with an 30% performance loss so i had to remove the hole bot support (beside some random pathnodes so mutators will work)