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UEd3/UT2K4: Use the teleport you stupid bots!

Discussion in 'Mapping' started by GingerFlaps, Aug 14, 2004.

  1. GingerFlaps

    GingerFlaps (sweet, moist & chewy)

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    Another day, another problem... sorry to bother you all again but...

    I've got an onslaught map with vehicles and a powernode that is on a remote island only reachable by teleport. This idea works fine for players, but the stupid bots ignore the teleport and try to drive to the powernode on the remote island even though it's through lava and there's no road path! :eek: That's ginger-flapping crazy!!! :eek:

    How can I stop bots being stupid? :rolleyes:

    Thanks (yet again)
    Ginger.
     
  2. T2A`

    T2A` I'm dead.

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    I'm assuming they want to use the teleport, but don't have the brains enough to get out of the vehicle beforehand. Not sure what you can do about that... Maybe you could make the teleport area inaccessible to vehicles by leaving out the road paths. Then if they wanted to go over there, they'd get out. In theory. ;)
     
  3. Rask

    Rask New Member

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    So you want the bots to exit the vehicle and go through the teleporter?
    You might need to use a UnrealScriptedSequence to do that.
    Not sure if this could help with those...
     
  4. erg_the_caveman

    erg_the_caveman New Member

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    you could check which node they try to get to over the lava, and prohibit that path in the roadpathnode properties, or force the path to the teleporter?
     
  5. GingerFlaps

    GingerFlaps (sweet, moist & chewy)

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    Thanks for the idea, and yes your theory does work in practice, but I'd like to keep the teleport on the main roadpath.
     
  6. GingerFlaps

    GingerFlaps (sweet, moist & chewy)

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    Thanks for the idea... I changed the RoadPathNode to Proscribe the path to (destination) Teleporter, but the bots drive from the RoadPathNode to the (source) Teleporter and then drive to the (destination) Teleporter along the teleport path. :(
     
  7. GingerFlaps

    GingerFlaps (sweet, moist & chewy)

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    It's starting to sound complicated; have you got this to work for you? ;)
     
  8. erg_the_caveman

    erg_the_caveman New Member

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    erm, in a few cases quite similar i have yeah, but its kinda dodgy... erm, you could check that the (source) teleporter isnt a vehicle destination, and force that path? in theory it shud work but nufin works to theory...
     
  9. GingerFlaps

    GingerFlaps (sweet, moist & chewy)

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    It's the only path the bots can take, and Teleporter->Navigationpoint->bVehicleDestination = False, but the bots ignore this setting because they hate me. :(
    So... I put a JumpPad between the RoadPathNode and the (source) Teleport, which stops bots driving through the lava, but now they walk all the way to the JumpPad instead of driving to the nearest RoadPathNode. :mad:
     
    Last edited: Aug 15, 2004
  10. erg_the_caveman

    erg_the_caveman New Member

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    yeah, erm, well there's gotta b sum scripting or mabe a hidden variable that tells the bots to get out? id have no idea tho, so yeah...
     
  11. GingerFlaps

    GingerFlaps (sweet, moist & chewy)

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    Do you know any scripting wiz that can help me out?
     
  12. erg_the_caveman

    erg_the_caveman New Member

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    nope, i no jack about scripting, but there's probly a bit in the erm ?editing? forum group? or do a search or sumthin sos
     
  13. maurice

    maurice New Member

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    This may sound stupid but have you checked that the bots can get there *and* get back? If they can't, they won't try.
     
  14. GingerFlaps

    GingerFlaps (sweet, moist & chewy)

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    It's a valid question... all paths are two-way.
     

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