It depends on specific GameType...
For example, in MH it would be an ability to pass any properly mapped map with no human's help and as fast as average skill human players do.
It depends on specific GameType...
That's an explanation but not a solution.sektor2111 wrote: ↑Mon Sep 05, 2022 6:06 pmThat's a DUAL issue (Engine and Bot) you should not blame Bot for what Engine does with internal natives - exactly like a path in a bad angle with a ledge. Engine is blocking Bot even if this one wants to move down just for a generic preservation to stay/wander on small things without falling.papercoffee wrote: ↑Mon Sep 05, 2022 11:18 am Bots can't see models ...meshes are invisible for bots and they tend to get stuck when one small mesh is in their path.
they don't even try to walk on them because there is nothing...
I think it was described already over forum. You have to NOT HAVE paths through these points. The basic option out of any other custom assets is de-referencing evil path(s). MapGarbage can do this. Path is not deleted but dropped out of routing calculations.papercoffee wrote: ↑Thu Oct 13, 2022 9:50 am That's an explanation but not a solution.
What can be done to prevent it?
You nee place nodes everywhere and a lot.papercoffee wrote: ↑Thu Oct 13, 2022 9:50 am In my map Mansion of Chaos the layout changes every time you enter a "room". I had to plan where the meshes are and how to set the pathnodes so bots will never run into them ...but that didn't work. they still get stuck on meshes when they try to get back to the path network after a fight.
At this subject function Bump from said decoration should take wheels where Bot should move when it bumps into it. Here might be needed additional nodes, perhaps using several BlockedPaths inside decorations and Extra Nodes doing a good coverage with good paths passing nearby decorations. I think I know some of these issues - map in subject was completely re-pathed in run-time using XC patches for NavAdder - yeah, it was that "paranoia" code (in some posting was claimed that...) doing the job perfectly. Nodes added in run-time were going away of those "Trees" previously making a misery in original paths - of course logging did not forget to print from time to time "1000 nodes limit". I had X reasons to remap everything.papercoffee wrote: ↑Thu Oct 13, 2022 3:58 pm @sektor2111 but bots leave the path when engaging in combat.
when they try to return to the path they get stuck anyway.
Not get question.
I have this map which has for every room 3 or 4 layouts ...the layout is changing by decoration which spawn defined by a list in an special actor. The coding was done by gopostal ...I placed the decoratio. for every layout and he took the coordinates and wrote them into the list. I kept the pathes simple so that bots could walk around the meshes. But as I mentioned the bots got stuck on deco anyway.
It depends on how big is environment - a decoration knowing how to react at A.I. bump is LESS expensive that processing millions of cycles.
Code: Select all
function bool CanImpactJump()
{
return ( bHasImpactHammer && (Health > 60) );
}
Code: Select all
function bool CanImpactJump()
{
return ( bHasImpactHammer && (Health > 60) || (Armour > 50) );
}