Botpathing request thread

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sektor2111
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Re: Botpathing request thread

Post by sektor2111 » Sun Mar 20, 2022 11:03 pm

Okay... here is a demo pathed with Editor and using zoning tricks - rebuilding paths will mess data.
In a game with Translocator first time is a failure and then Impact Jumping does desired warping. Spectating one Bot shows the story...
DM-WarpJump_Demo.7z
Editor has generated 64 original ReachSpecs... None XC extension or custom Bots were used during pathing and testing just Editor and original UT.
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Re: Botpathing request thread

Post by a9902957@nepwk.com » Sun Mar 20, 2022 11:22 pm

Thank you!
Interesting: The 469b patch and/or XC_Engine 25 seem to break this.
Works fine in 436 with XC_Engine 19. EDIT: Gah, with this version combination the bots have more troubles with the pathnodes on ramps ...
Too bad pathing such still seems to be such a finnicky affair.

Your MapGarbage editor enhancement sure is useful to manually clean up a map that someone *cough, me, cough* used the air nodes option
on for no apparent reason and also finding nodes on ramps that may be too far up.

showall makes it clear why I still left some ramps inaccessible to the bots to begin with ...
Slowly making some progress I think.

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sektor2111
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Re: Botpathing request thread

Post by sektor2111 » Mon Mar 21, 2022 8:40 pm

The report(/s) delivered VIA MapGarbage are the mostly some sort of warnings. Certain special situations are not exactly evil as they might look like. Nodes in ramps similar to CTF-Command are a nonsense but in other cases depending on whatever steps from particular stairs, they might work normally. Here I prefer adjusting PathNode class PRE-Pathing in order to setup a placement closer to the ground and not what original placement does.

The chess:
Original DevPath was expensive and it was needed some optimizations - but it has some logic. Nearby optimizations, XC I think it was reducing some checks which can be seen in seldom situations - even ignoring movement rules. Whoever works often with pathing tricks operational in plain UT, in new devs they might go flawed. Here is the stage when these need to be examined and applied a double trick for getting over both plain UT and XC - this can be difficult if you ask me without writing nodes capable to restore the movement logic - such as Paths over a big Mover/Bridge. Plain UT discards seeker when ground is not there but XC is forcing movement making A.I. to fail. This will require a special entry node locking paths when bridge was moved. And this is not the only situation which I could see...

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TankBeef
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Re: Botpathing request thread

Post by TankBeef » Wed Apr 20, 2022 8:16 pm

Hey Sektor, would you like to improve this one? viewtopic.php?f=5&t=15080&p=135630#p135630

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Re: Botpathing request thread

Post by sektor2111 » Thu Apr 21, 2022 5:21 pm

Let me drop an eye over it first.

Automatically merged

Let me know if more access is required for certain areas... Translocator looks almost mandatory somewhere, but... let me get some feed-back first before applying more "development" - if needed (including an alleged screenshot).
DM-[NES]AztecCanyon_rS1324.7z
Edit Notes:
- removed textures which are not visible;
- removed all junk data from previous builds;
- removed useless tags assigned for brushes;
- cleaned actors from OldLocation data - I think this data in Editor is completely useless... demonstrated already;
- adjusted VisibleTeleporter actors from being recreated in net clients;
- removed polygons from red template brush;
- added new Navigation Nodes;
- created and adjusted 1324 ReachSpecs.
I did not check what Paths does Editor here and I'm not interested about its bugs concerning access through stairs in towers or lousy jumps impossible to be performed by Bots.
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TankBeef
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Re: Botpathing request thread

Post by TankBeef » Fri Apr 22, 2022 1:06 pm

Thank you Sektor. Will check it out tonight. :D

Automatically merged

Yes!!! Much better!!! Thanks a lot. :gj:

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Re: Botpathing request thread

Post by sektor2111 » Sun Apr 24, 2022 9:55 am

Your welcome, next one...