Coming soon: JB-Aswan-v2

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Wormbo

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Ok, I'm almost ready for another beta, but I'd like to teach bots how to use the escape route first.
I'm currently testing an improved version of the JBInfoEscape actor I already used in earlier versions of Aswan-v2. This new JBInfoEscape can assign bots to UnrealScriptedSequences as soon as the minimum number of players for an escape are in the jail. The mapper can then use the UnrealScriptedSequences to teach bots how to actually activate the escape route (for group escapes like on Aswan), how to aid others in escaping (e.g. crouching where a human ladder would make sense) or how to use a complicated individual escape route.
 

CoolDude

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Wormbo said:
This new JBInfoEscape can assign bots to UnrealScriptedSequences as soon as the minimum number of players for an escape are in the jail.
Nice. I've been playing around a bit with something simular.

It would be nice if you can add the following properties to it:
- Minimum Number Of Players (overal, like you mentioned)
- Minimum Number Of Human Players (ex. I need 3 players, but 2 must be human)
- CheckTime (in seconds, "0" is check continiously).
- Chance for passing on the event, "1.00" is pass always (?)
- Make sure it can be triggered and triggertoggled for activation.
 

Vatcilli zeitchef

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That sounds interresting indeed :)
Would be a good thing to have bots aid in the player's escape
Making it toggleable would be nice aswell, like this bots will be a step closer to being able to replace players in online matches
 

Wormbo

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You can set up a TriggeredCondition and link the JBInfoEscape to it. If there are enough human players and the condition is true, bots will attempt to activate the escape route. However, if no humand are in the jail or neither a minimum number of humans nor a condition have been specified or the JBInfoEscape's bSelfishBots property is enabled, bots will attempt to escape on their own if the minimum number of bots is available in the jail.

I'm having a problem with the UnrealScriptedSequence, though. I want bots to go to the button, then into the trigger area. However, bots seem to ignore further script instructions after reaching the button. :hmm:
Any idea what might be wrong here?
 

Wormbo

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Bah, I give up. No nifty bot support for now, as for some unknown reason the bots stop following the scripted sequence shortly after it was assigned.

I guess this new Beta 6 with the AssaultPaths will be the last beta before the (long overdue) official release, unless anyone has an idea for getting the UnrealScriptedSequences to work.