ASLYE702 wrote:... I really dont know how I make it :X
it's "show paths" not "radii view" that lets you see the path-network...
- use the least amount of pathnodes (apples) as you can to connect ALL pickup and playerstarts.
- in general place the apples as far apart as possible in open areas (up to 400uu apart)
- obviously, it tight spots or short hallways etc, you will have them closer together
- remember ALL pickup and playerstars act as pathnodes so don't put apples on top of weapons or health etc
- place about 10 nodes at a time then rebuild paths (use the rebuild paths toolbar button) and you can see instantly the lines - try and get BLUE lines to join the apples, pickups and playerstarts. there will often be RED lines, ignore these if you already have a blue line connecting the items.
- as for doors, lifts, teleporters and jumppads you will have to know about Teleporters, LiftExits, LiftCenters (jumpspots), and how to trigger movers.
if you ask specifically how to get a bot to use a lift, or how to lift jump etc i'm sure someone will explain the steps...
For Jumppads you can use the SWJumpad by Switch'. This actor works really well for horizontal (shallow) jumping (it is used often in WOOT maps) it's not so good for near-vertical jumps (it generates errors and malfunctions) to do quake-style vertical jumppads you have to do as Swanky mentioned in a post already, but test the crap out of each one...
- just like in water zones, bots need paths to follow in LOW-GRAV. They can use their air-control to navigate when floating... again, this takes a lot of testing, so at the very least, path the map as if it is not low-grav, then turn on low-grav AFTER. see if they get stuck and then try to fix only the problem areas...
there you go... hope this helps