MaxDist2D = 400 in default unless you wanna see Bot camping forever - it refers to entrance in Lift, Exit is our problem here, it jumps earlier due to a reachable point sudden appearing. And then Bot code is not completed trying to reach at target with chances to fall trapped/burned - BAD MOVE Epic.Gustavo6046 wrote:It might even check for MaxDist2D for whether the lift is close enough horizontally, unless the value is set to zero as usual, and some other parameter I forgot it's name that is the Z height threshold where the bot should start getting in.
Second point, False information posted at Wiki based on people's dumb presumptions doesn't not help learning. It's about path between LiftCenter and Last LiftExit destination. When LiftCenter.Location claims "reachable" LiftExit, Bot should see if really can reach there but someone forgot this example or it was a expensive code for those times lagging frames.
Measures: (CHECK POSTS and MAP test example) IT IS solved by creating a permanent non-reachable exit and a Trigger in MyLevel (which can be much improved for other cases) skipping LiftExit directly to a PathNode if Lift has arrived in safe spot.
Alternate method for map with brushes fixed, using reachable timing. When Liftcenter have a trace-line with LiftExt Bot will be able to reach there safely because it cannot be seen until Lift is Closer enough (it's obstructed almost until Lift arrived at destination) - so IT IS TWICE solved.
The rest of blabbering around paths is pointless, and yes, because using defaults cannot be really perfect (especially Last Lift) we need a Custom Trigger coming around around Navigation inspired from another Default (not important where from).
Edit:
@Iacobus
I see new things... Good work.
Also I see a PathsRebuild... I would like to see InventorySpots as were manually set not Automated by Editor (without taking in account SpawnPoints). While they pass through Vials engaged with enemy, will also try to get Minigun being morons and falling. There I guess I have to Move things a bit, preventing a False Reachable Minigun.
And now if you don't mind a private job, you might take a look at BSP problems from MH-Cliffs2 around MonsterEnd (see it at UT collectors). That one could be fully operational having the same LIFT types but originally doesn't work (only first version of MBot was good there, jumping like frog - default Bot Never). Aside, lower area is not a kill zone creating dumb things with monsters. I mention that one here because it is matching topic's title perfectly being more than annoying.