OjitroC wrote:It's more the bots' difficulty in usng the kickers that I see as the major issue - though having said that, I've played several more games with bots and they have managed to capture the opposing flag on occasions. The other thing is the bots aren't aware that the central feature in the spawn rooms is going to incinerate them and that happened fairly frequently.
Whatever, the map is a fun one to play and, moreover, is impressive visually.
I'm not at all well-versed in bot-pathing but I spent all
of today TRYING to get the bots to navigate the map, but many issues proved far too much for me to endure. I was no
closer to finishing the pathing at the end of the day than I was when I started!!1).
Bots 'loiter' around the minigun, middle base and in-between. They pretty much (90% of the time) refuse to go anywhere else.2).
Bots EAGERLY suicide themselves off the edge of the front of the bases, (TRYING to 'navigate' a path that's MEANT to be incoming
, not outgoing
). *Yes, I set to bOneWayPath in the 2 lift exits and the 1 lift center for said path. Problem is, how does the bot know which way AND direction to use the path? ----> or <----- ? Retarded shit.3).
Bots see each other across the map and try to kill at long range but (not completely) ignore the jump-pads.4).
Bots spend all their time getting weapons and ammo and repeatedly ignore going to the enemy bases and the middle and side platforms. If they DO get to the middle platform, they just turn around and head straight back to their base.5).
The map needs very few path nodes, and in fact relies more on lift exits, lift centres, jump-spots, transloc starts and transloc dest actors. Alternate paths may be useful in some maps but how to set them up to aid the flow,... I have NO idea. I looked online for help, guides, tutorials etc to no avail', I found some
but none mentioned how to set them up or what the actor properties specifically did or how to actually enter variables or which fields to enter them into or how to specify the direction
of a path etc etc.6).
I'm TIRED, annoyed, frustrated and seriously
pissed off with editing this fucking
map. I NEVER liked bot-pathing because it's RIDICULOUSLY retarded and moronic in Unrealed 2.0. For example, why can't kickers give their info to the bot to tell it how hard, how high and which direction it needs to be kicked instead of having to use 2 fucking lift exits and a lift centre? Also, what about the fact that if there's BSP, why can't bots just know it's solid ground and walk across it, especially if there are adjacent walls and ledges etc? If there's a slope, walk up/down it if it continues onto flat/level ground? Also, why didn't the original coders think of all this when they were coding instead of,. "send bot in that direction because there's something useful over there",. ? Retarded design. ANOTHER also, why isn't this obvious,. if something useful is out of range, use whatever method of manoeuvring (jump boots, transloc', impact jump etc) to try to get to it given how far away it is? If these coders were so clever, why couldn't they do it right? I can't code for shit but they're supposed to have been the best at what they did.7).
There are tutorials for MOST aspects of mapping for UT99, but there are almost NONE for advanced
bot-pathing. Of those that DO exist, they're pretty basic and far from technical and in-depth or accurate. 8).
I built maps for the visuals, NOT the pathing. I fucking H.A.T.E pathing!! FUCK THE PATHING!! IT'S RETARDED as FUCK!!
Yes, that's a rage quit. Fuck it. NO MORE mapping. You want pathing in my map,.. YOU
do it. I'M THROUGH
with unreal fucking