I'm curious if such a map will work with default MH because stuff from there is rammed, and it was never used, but maps with Bot Support were operational somehow in old style, at least cover was good in well pathed maps. Mainly Waypoint wrapped and combined with enemy proximity does a very good thing, else your XC_PathBuilder helped me in some map a la MH-Mixed to make it fully operational taking an account Player an Bot in the same way.Higor wrote: these markers can defer bot attraction to these points instead, making the mapper able to get bots to run to a 'seemingly' unreachable objective.
Shrimp did samples of Bot Support but not in all maps was good, issues being... PATHS. If paths are good (influenced by geometry), Bot will find even a horsefly. Mainly for almighty every MH version can be used something natively triggering Bot to mission, a dynamic inventory very custom NOT replaced because it is not weapon and not ammo and not armor just a sort of "BotBurguer" Ferali did something like that increasing the desire as in DM style, and forcing FindBestInventoryPath to participate at MH, else I'm not sure if we won't break default MH with stuff which no one was taking in account because it did not worked years and even in 2050 in MH503 won't work without some ReplaceFunction calls. XC which I do is a subclass hacking trash out and it do looks much improved.
I'm using with success HuntNode in MyLevels, triggers to help BT, Things like FV-LinkedPoint, OneWay routes, different cheap hacks at Horizontal lifts (MH-Mixed in cause too). And everything is much improved when 3 MBots can travel on a platform without blabbering, just waiting the Lift to reach at destination. For old obsolete MH I have touch protection for WayPoints but probably something is not that good in controller - "Run-In-Place" at order "attack" proves how stupid is that attraction thing.