At my wits end with bots

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Latch

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Jan 6, 2000
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<posted in alt.games.unreal.ed>

I've made a level and pathnoded it with what looks like a good network
(large majority of paths are blue and you can go to every part of the level
by following blue paths). It is defined as a CTF game in the
DefaultGameType of the Level props. The bots can get to every part of the
level. The bots will follow me to the ends of the earth to get their flag
back if I capture it. What's the problem? The bots won't go for the other
flag. I've literally seen a bot run by the other flag without stopping, and
I'm 110% positive that there are more than a few valid blue paths to the
flag in the flagroom. Each bot team gets around their own base with perfect
efficiency and will fight and chase the flag-stealer, but they have no
desire to capture themselves. I've read about this and the fix that was
mentioned was to remove both flagbases, then recreate them and redefine the
paths. Didn't work for me. Another guy (Checker?) mentioned that you could
bump the Net Priority of the flags under Flagbase props, Networking. I
bumped it from 1.0 to 2.0. This didn't work either. I can leave the game
running 3 on 3, come back 6 hours later, and there isn't a single flag
capture. As well, the bots manning the respective defensepoints have 0
points after many hours, meaning they're never seeing an enemy to kill. I tried removing the flagbases, exporting the level, importing as new, adding the flagbases then rebuilding & redefining. No change.

Help!

Any other suggestions would be welcome. If anyon wants to see this map for
themselves, let me know and I'll fire it off to you.
 

Wanderer

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Jul 7, 2000
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I had this problem once I myself. What I did was add in AlternatePaths (under NavigationPoints) for each team. I setup 3 on the way up and 1 for the way back. They managed to get the flags on their own and do fine. Give that a shot and see if it works for you.
 

Latch

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I have a few altpaths already, but they're in the logical places instead of being used to force bots up to the flag /~unreal/ubb/html/wink.gif I'll try that though, or 3 weeks worth of work are down the damn toilet.
 

Wanderer

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Give it a shot and don't delete that map if you give up!!! I've got a map that I made, it's fast and furious but the lighting was ****ed up because of the number of rounded surfaces I had. I just left it there. Now I've gone back to it and almost have the lighting fixed. So you're map can be saved eventually, just maybe not now. /~unreal/ubb/html/wink.gif