Wow, nice work Sektor, thank you for the insight, this gave me a lot of ideas! Honestly, your bot play is quite good and acceptable.sektor2111 wrote: ↑Thu Nov 26, 2020 12:31 amFirst thing is (the pathing request):
I need to know if there are noticeable ugly bugs with regard to navigation - old Bot bugs are there no worries (water in stage - we can discuss about it if any other thing will occur... for fixing multiple problems not only one)
You also asked for a bug report and here is a list of the bugs:
- The main bug that I've noticed is that sometimes the Bots moon jump a lot when they try to hop on both pillows on the bed. How do they jump so high without boots?
- Bots get stuck in the bed kicker in blue base, I think if there is a slight velocity push force for the kicker in Y axis, it will move them a bit out of the kicker and bots will not get stuck for too long.
- Bots ignore the shield belt on top of the kid blocks.
- Bots ignore the big Keg outside on the slides. Bots do take the route outside and go above the slides - they take the Shock rifle but ignore the Keg which is right next to the Shock..
As for the team kickers, they absolutely must be there. The team kickers are not placed with bot play in mind. This map is designed for competitive Siege multiplay and I wanted it to be slightly compatible for offline/online CTF with a proper botpathing. Honestly, if the Bots ignore the Team Kickers, that would be great. First and foremost the most important player of the map will be humans, the Team Kickers are placed with that in mind. Team Kicker actor was coded by Higor, they are quite common in Siege and I use them lot. The map was already tested couple times on 5v5 Siege matches and the team kickers were placed, because it was requested.