Language byte (sorry for a bit off-topic)
I pretty much understand 99% of posting here without anything...
When it comes to writing, sometimes I'm using Translator attempting reversal checks: Native to English, English back to Native for figuring what was all about.
Here you don't have to be worried, English speakers are not really understanding what Polge said in original docs and neither the rest of comments from actors used in mapping...
Landing slow in topic...
Because I was able to understand what they wanted in assets and based on logging, I could figure several things. More harder was to open access at these assets initially restricted for user, but now I have endowment for a few tasks that usually are not seen available, never implemented for editing - and were needed since day one...
The rest of language problems from Editor were also causing confusions - I will explain two sample instances another day elsewhere...
Map subject: To me it looks like Bots without help (Translocator) using "Classic" settings were able to take Shield (test 469c), with a bit of difficulty but they managed to get it.
However in spot was attached a jumpy path to the floor, and two times Bots were bumping into corner without success - I moved offender path elsewhere but keeping focus into a similar direction to not hijack desire for hunting an opponent. Right now I have to drop any eye at angles nearby walls, I don't want anything like a "known bug" or "known risk" if possible.
Botpathing request thread
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Re: Botpathing request thread
Another map, the last I believe, is CTF-NRMC-Gravitation:
Bots are not going to get the belt
Re: 2021 NRMC map release thread (put maps here!)]
CTF-NRMC-Gravitation.zip
Bots are not going to get the belt
Re: 2021 NRMC map release thread (put maps here!)]
CTF-NRMC-Gravitation.zip
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Re: Botpathing request thread
I'll take a tour there...
At this moment there is an "AMC-Modular" a bit adjusted and washed - as far as I recall it was build with some difficulty so I did not rebuild anything at geometry but I removed polys from red builder and useless brush that doesn't build anything. The rest is being shown inside archive (edit document).
I'll let you know what's the problem with the next.
Auto merged new post submitted 20 minutes later
CTF-NRMC-Gravitation
A lot of items look like are not really "long range" goals for Bots by probing routing from each PlayerStart.
ShieldBelt to me (me being Bot) it's not always a goal - maybe not at all for some reasons:
1 - CTF is aiming Flags and very rarely items (freelancers protecting a carrier);
2 - "ShieldBelt" is isolated away from main paths and Translocator is mandatory. Combo used has embedded a TranslocDest - it will automatically disconnect paths in games without Translocator, and there is no other way without it.
Possible mitigations:
- using AlternatePaths around "ShieldBelt" for capturing attention;
- using an alternate option for getting there with JumpBoots(/ImpactHammer with losing health).
Self question: If map has swJumpPads, I was wondering why not using them for "ShieldBelt" platform ? Jumping but not jumping
.
Auto merged new post submitted 23 hours 37 minutes later
Ahem...
Excuse me for delay but I saw a nice show spectating 10 Bots here ( tests 469c - stock Bot ).
Routing in those places has been adjusted for getting main road through this Shield - in both rooms, flag carriers are working. To me it turns out as being a good piece. Flushed PrunedPaths and debris data, attached paths which Goblin doesn't know, very small touches generally.
The rest of "problems" are not a problem in this stage. See this yourself... Let me know if anything else is missing... if Not, point me next one...
At this moment there is an "AMC-Modular" a bit adjusted and washed - as far as I recall it was build with some difficulty so I did not rebuild anything at geometry but I removed polys from red builder and useless brush that doesn't build anything. The rest is being shown inside archive (edit document).
No dependent files have been added because they are already part of original package linked.
I'll let you know what's the problem with the next.
Auto merged new post submitted 20 minutes later
CTF-NRMC-Gravitation
A lot of items look like are not really "long range" goals for Bots by probing routing from each PlayerStart.
ShieldBelt to me (me being Bot) it's not always a goal - maybe not at all for some reasons:
1 - CTF is aiming Flags and very rarely items (freelancers protecting a carrier);
2 - "ShieldBelt" is isolated away from main paths and Translocator is mandatory. Combo used has embedded a TranslocDest - it will automatically disconnect paths in games without Translocator, and there is no other way without it.
Possible mitigations:
- using AlternatePaths around "ShieldBelt" for capturing attention;
- using an alternate option for getting there with JumpBoots(/ImpactHammer with losing health).
Self question: If map has swJumpPads, I was wondering why not using them for "ShieldBelt" platform ? Jumping but not jumping

Auto merged new post submitted 23 hours 37 minutes later
Ahem...
Excuse me for delay but I saw a nice show spectating 10 Bots here ( tests 469c - stock Bot ).
I went to another solution, in CTF Translocator is mainly usual, if NOT, don't use this edit...
Routing in those places has been adjusted for getting main road through this Shield - in both rooms, flag carriers are working. To me it turns out as being a good piece. Flushed PrunedPaths and debris data, attached paths which Goblin doesn't know, very small touches generally.
The rest of "problems" are not a problem in this stage. See this yourself... Let me know if anything else is missing... if Not, point me next one...
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Re: Botpathing request thread
Sektor2111 thanks for these 2 maps. You are very good at this. I was impressed with the pdfs that included everything that was done. Even though I didn't understand everything in them (technical terms). But wow, beautiful work. You made me twice as happy.
Now coloring:

Now coloring:








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Re: Botpathing request thread
Perhaps it worth a few explanations around topic, but sampling something from Real Life.
A car has to move on a long way - through a ramped road. Long way means more fuel, imagine "Gas Station" as being an "AlternatePath", car will need to go there because route is longer. When Driver wants to get back, there is a shorter way on a plain field, but... it's a One-Way street, allowing to drive back - either way it needs another tour VIA another town. This is a closer solution which has come in my head when I adjusted those Paths through those Shieldbelt(s).
Resuming logic, moving ahead requires a longer path (through Belts) but returning doesn't need that.
A car has to move on a long way - through a ramped road. Long way means more fuel, imagine "Gas Station" as being an "AlternatePath", car will need to go there because route is longer. When Driver wants to get back, there is a shorter way on a plain field, but... it's a One-Way street, allowing to drive back - either way it needs another tour VIA another town. This is a closer solution which has come in my head when I adjusted those Paths through those Shieldbelt(s).
Resuming logic, moving ahead requires a longer path (through Belts) but returning doesn't need that.