Bot Pathing in Danger

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Bot Pathing in Danger

Postby Loose Cannon » Thu Jan 11, 2018 1:26 am

Hi Everyone,

I attached a small area from a much bigger map I'm making. It has swinging axes to get through (didn't texture it here). Anyway, are the bots so smart that they won't go through? I used different items other than pathnodes (health vials), but the bots avoid this area and don't try to go through. I left out any pathing to see if anyone had any ideas or tricks that would persuade the bots to try to pass through the swinging axes. Any help would be appreciated.

Thanks!
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Re: Bot Pathing in Danger

Postby Barbie » Thu Jan 11, 2018 3:45 am

I inserted one PathNode in the middle and an UT_ShieltBelt at the opposite (paths are shown in the pic). If I summon a bot, it attacks and follows me to the other side, sometimes being hacked by the axes, sometimes not. So I don't see a problem.

If you remove the movers: do the bots cross that narrow then? I guess they simply have no reason to pass there.
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Re: Bot Pathing in Danger

Postby Loose Cannon » Thu Jan 11, 2018 4:09 am

Thanks Barbie. I didn't have a shield belt in there as its not a good spot for it in the overall map. I know it's very "desirable" for the bots but I was looking for them to cross through with less incentive.
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Re: Bot Pathing in Danger

Postby Red_Fist » Thu Jan 11, 2018 4:37 am

I would just let the bots want something in a one way state of flow. You make them "want" to go one way, in a DM case they will go back and attack anyway. A SP map needs more consideration.

Also look at the map in "BSP" mode to see if there is some definite correlation to another brush making it so the bots can't see. (ie: brush problem) like a cut that cuts through the whole map. different color,
Like a junction of the brushes, might not be built right. bots can't see.

look at the path lines, watch bots.
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Re: Bot Pathing in Danger

Postby Loose Cannon » Thu Jan 11, 2018 10:30 pm

I didn't think of that Red Fist. Thanks, that's a good tip and I'll take a look and play around with that. Also, in the grand scheme of the map, there are other travel areas than going "between" the axes. Maybe they (bots), just don't see the incentive of going that way (even though the real "treasure" is shortly after the axes that they can't quite see).
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Re: Bot Pathing in Danger

Postby papercoffee » Thu Jan 11, 2018 11:02 pm

Loose Cannon wrote:I didn't think of that Red Fist. Thanks, that's a good tip and I'll take a look and play around with that. Also, in the grand scheme of the map, there are other travel areas than going "between" the axes. Maybe they (bots), just don't see the incentive of going that way (even though the real "treasure" is shortly after the axes that they can't quite see).

No, bots can't see what you have planned. Build the map and then add the complete path network. Bots can only see what is registered in that network.
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Re: Bot Pathing in Danger

Postby Higor » Sat Jan 13, 2018 1:04 am

You need a navigation point that can do 'SpecialHandling' based on traces... good luck lol.
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