Botpathing request thread

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Buggie
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Re: Botpathing request thread

Post by Buggie »

Gadavre wrote: Sat May 06, 2023 7:05 pm I learn how to fix maps ... I have to add the pathnodes or move them to new positions..On many maps, bots are weak and can't get to many important places. If I don't use rebuild ai paths (paths define), the map with bots won't launch, there will be an error.
I talk about additional step after you rebuilt paths. After this step rebuilt paths not need.
Before - need, if change them.
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sektor2111
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Re: Botpathing request thread

Post by sektor2111 »

BotPathing request thread.
Post those maps with problems and let's see what can be done.
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Gadavre
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Re: Botpathing request thread

Post by Gadavre »

There is a small problem for the excellent DM-Morpheus from the game. There is a road at the bottom and the Kicker actor is located on it. The bot cannot safely leave this road. The actor throws it up, but the bot hits its head on a beam and flies into the abyss... I couldn't configure the properties of this actor. Help please
Buggie
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Re: Botpathing request thread

Post by Buggie »

Kicker is bad for bots. They have no idea about it. So this is not a part of paths. So they never consider travel here. They can step on it only accidentally, or if you place on same spot something like LiftExit-LifCenter-LiftExit.
In general for bots, better use something like swJumpPads or similar things.
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Gadavre
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Re: Botpathing request thread

Post by Gadavre »

Buggie wrote: Sun May 07, 2023 8:25 am In general for bots, better use something like swJumpPads or similar things.
To fix the original maps, I wouldn't want to use new actors for the map. It will be noticeable.

The stupid death problem with bots is solved...In the original game, the player's victory on this map was not fair. Now it will be more difficult to defeat them on this map. As I understand it this actor Kicker has 3 directions of lifting power:
X - bot flies to the right side from Kicker (changed to 100)
Y - bot is flying to the left side from Kicker
Z - coefficient of the bot's lifting power (changed to 670)

If the variables X, Y are equal to zero, then the bot flies along an even vertical line from Kicker

The map has been fixed. It was an easy case )

p.s. Unfortunately, i can't play on fixed maps online. Therefore, i have to have 2 UT99. One game is for playing without network with bots, the other game is for playing over network without bots
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sektor2111
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Re: Botpathing request thread

Post by sektor2111 »

Gadavre wrote: Sun May 07, 2023 9:55 am Kicker has 3 directions of lifting power:
X - bot flies to the right side from Kicker (changed to 100)
Y - bot is flying to the left side from Kicker
Eh... not really. Direction X is not in the opposite direction of Y. You can consider X being Left - Right based on Positive and Negative values, Y might be Toward or BackWard also having "+" or "-", and Z can go "Up" or "Down" because actually kicker can help in certain cases where Pathing is flawed by Editor and Bot fails to jump through a hole. Adding Kicker with Z = -100 or such right into flight way can fix the problem smoothly making Bot to do a controlled "failure" for moving down through hole and not OVER the hole.
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sektor2111
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Re: Botpathing request thread

Post by sektor2111 »

Related to this post viewtopic.php?p=143096#p143096
Que wrote: Mon Jun 05, 2023 10:07 am when playing 1v1... they seem to find nice quiet area's where they just stand around on various maps
and only move when you shoot them.
Here I would like to look at these. There are two things:
#1 map has DefensePoints/Ambushpoints where clearly some Bots are planning to camp (- I don't really like this way - they are easy to be eliminated if you play map more times );
#2 map lacks in paths/items - if everything is taken or it doesn't include paths there is nothing to do than waiting for an event.

Possible fixes:
- Removing useless sleeping defenses;
- Linking everything - if map has very few items, can be used FAKE items distracting Bot based on some factors, this way keeping its engine running.