Botpathing request thread

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sektor2111
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Re: Botpathing request thread

Post by sektor2111 »

Not only failing at BSP stuff, but deleting brushes for preventing any fix... ! In such cases fixing Bot Support means to change a lot in navigation strategy if you want to see some game flow...
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EvilGrins
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Re: Botpathing request thread

Post by EvilGrins »

Of all the gamtypes, I don't really play the Soccer maps but I do like watching bots play them.

Somewhat problematic as they're not really pathed, and also this is a greater issue on the larger maps.

Like this one · https://unrealarchive.org/unreal-tourna ... f2eb3.html
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Baardman
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Re: Botpathing request thread

Post by Baardman »

EvilGrins wrote: Sat Sep 07, 2024 7:44 pm Of all the gamtypes, I don't really play the Soccer maps but I do like watching bots play them.

Somewhat problematic as they're not really pathed, and also this is a greater issue on the larger maps.

Like this one · https://unrealarchive.org/unreal-tourna ... f2eb3.html
i tried opening the map out of interest but it misses a package freonrandomdecos, i found it in another map though with help of unrealarchive so i guess that will work, thought i just mention it.
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EvilGrins
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Re: Botpathing request thread

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Re: Botpathing request thread

Post by EvilGrins »

My usual pathing guy is having technical difficulties, would anyone be interested in pathing a CTF map for me?
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Re: Botpathing request thread

Post by EvilGrins »

Try this again...

Simple LARGE map for CTF.
· Added my 3 fave redeemers: DeemerFireworks, UKbadboy, NyanCatDeemer.
· Each team has a UTDMT, UTDMW, & UTDMS

As is the map is hard for players to get the flag and then get back to their own side to tag it up... but it's not hard enough. I don't play online very often and I like a bit more of a challenge than this... I like it if the other team of bots has a chance at winning.

Problem is the other team doesn't try to get my side's flag (played both teams, problem is the same on both sides) and on the offchance they do get my flag they don't seem all that interested in taking it back to their base and scoring.

Worse, once I dropped the flag when killed, a bot on my team got it... and then didn't take it back to our flag to get the score.

So the bot pathing on this map is in serious need of an overhaul.

My usual guy also does monster-pathing, but that's not needed here. The UTDM-monsters as is do a damned good job handling any invaders.
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sektor2111
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Re: Botpathing request thread

Post by sektor2111 »

I'll take it after finishing the current work which will take some time as long as in 2025 I have a single custom builder capable to run a bit of logic.
Map which I'm currently editing clearly needs a full examination because DevPath looks really dumb as follows:
Incomplete_Paths_440_469.PNG
It was not the only spot causing such insane ONE-WAY stuff.
And then, after using another strategy results are different and closer to the movement logic:
Real_Options_CustomAutoBuild.PNG
The problem is that map will need an inspection for potential needed changes. It will take time and then... it will be a delay in tackling this one.
I'm not going to talk more about some RC8 because there results are "different" FLIGHT paths over ground and here are the same results... and OpenGL is losing some Textures after passing through Window mode and back to full screen - but that's another subject.
Anyway, at least for Pathing chapter XC_Engine can be used as base for custom works as long as XC_Engine itself does similar ONE WAY paths which usually are causing broken routes.
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Re: Botpathing request thread

Post by sektor2111 »

All right... I did initial check, for me it's clear... it's the same stupidity in moving FlagBase higher than it needs to be.
You can have thousands of paths and Navigation Nodes because it won't help if Main reference Node doesn't have entries.
It is simple to solve the problem but I will want to ask something: Do you need NORMAL Paths for Big Boys or just simple Bot specific paths or both variants ?
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Re: Botpathing request thread

Post by EvilGrins »

sektor2111 wrote: Sat Apr 12, 2025 8:31 amDo you need NORMAL Paths for Big Boys or just simple Bot specific paths or both variants ?
Just for the bots.
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Re: Botpathing request thread

Post by sektor2111 »

You have to look at potential issues because my UTDM stuff are not those original garbage. The rest of files are not included being already pointed in initial bugged version.
CTF-UTDM-SpaceXY_rS1780_TB.7z
I did some probing, such a stage it's not my CTF style...

Tech Notes:
- shrinking directives were executed by future XC_PathsWorker Builder powered by XC_Engine;
- it causes an automated Edit of ReachSpecs data, paths returned are those mystically called "heavy paths" - in reality they are narrow paths using a collision of 50 × 30 which causes Bot having 39 × 17 to work normally;
- here I'm talking about only Specs that are bigger than 50 × 30 - the rest will stay untouched;
- maybe final variant will have this data configurable taken from "DummyReachSpec" section, here will be user's decision in how narrow can be declared navigation;
- for clarification it uses a custom UScript code compiled using XC assets and stock without fake constants:
ShrinkingSpecs

Code: Select all

function ShrinkToNarrow()
{
	local ReachSpec R;
	local int RI, i, nSpec;
	local string CRLF;
	local bool bFound;
	local float Time[2];

	CRLF = CHR(13)$CHR(10);
	log ("Shrinking ReachSpecs...",class.name);
	if ( !HasData() )
	{
		log("No ReachSpecs Data have been found in Navigation Actors.",class.name);
		Rep = "Null Data in Navigation Actors.";
		return;
	}
	class'XC_CoreStatics'.static.Clock( Time);
	RI = ReachSpecCount();
	nSpec = 0;
	i = 0;
	do
	{
		GetReachSpec(R,i);
		if ( R.CollisionHeight > 50 )
		{
			R.CollisionHeight = 50;
			bFound = True;
		}
		if ( R.CollisionRadius > 30 )
		{
			R.CollisionRadius = 30;
			bFound = True;
		}
		if ( bFound )
		{
			SetReachSpec(R,i);
			nSpec++;
			bFound = False;
		}
		i++;
	}
	until (i == RI);

	if ( nSpec > 0 )
	{
		Rep = "I adjusted"@nSpec@"ReachSpecs.";
		log(nSpec@"ReachSpecs have been adjusted to narrow paths, 50 x 30."$CRLF$"Time Taken: "$class'XC_CoreStatics'.static.UnClock(Time)$" seconds.",class.name);
	}
	else
	{
		Rep = "No modifications have been done.";
		log ("No ReachSpec has been modified.",class.name);
	}
}
On screen stages...
SPX_Large.PNG
SPX_Narrow.PNG
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EvilGrins
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Re: Botpathing request thread

Post by EvilGrins »

sektor2111 wrote: Sun Apr 13, 2025 6:47 amI did some probing, such a stage it's not my CTF style...
The map plays great... couple slow points here and there, but that's to be expected with such a large area.
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sektor2111
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Re: Botpathing request thread

Post by sektor2111 »

One of points which I really hate at these maps it's missing a good flow and... using resting zones aka No-Game-Play for team that leads the game with human player against Bots. I found it because of... the content added. If I'm not mistaking there is even a Slow-Down spot due to geometry.
Have fun, if this is suitable for your needs.
Either way class "BotPack.CTFGame" for me it's history due to its lack of logic in some points.