Indeed there is no valid thread for MH's Bot support basics, in fact is not a harder job, only if map is not rammed. Engine needs to detect pawn's physics required and then will do nothing - this is a tech thing so we can slow down amazing science because we need simple setup. One of simple setup needs is at least 9 PlayerStarts (can be added later post Bot Pathing).
There are 2 (or 3 ways) to do Bot Support for MH game-type (also that MH if it's an attached one must have all code ported else won't work).
Factor 1 is a Keypoint named MonsterWayPoint
right in pink color. This keypoint is the factor guiding Bot to whatever Lever/Button/Door. These Keypoints are set with an unique Value called Position. It starts with Position 1, then 2 then ect. Letting all of them in default won't work more than first one added. Position 1 and then hold/break if 2 doesn't exist.
Examples: MH-Liandri-Invasion, Arden+fix1, Demons][, Templar, etc. All MonsterWaypoints have nearby a navigable network completely linked from start to end - Network will be as in default games. After visiting all Positions "1" to let's say "12", Next goal is MonsterEnd
, and a reachable one placed with default Editor placement on the ground easily toucheable by Bot while is racing.
Factors - Configure map in that way to not allow touching Position 2 before Position 1 by no one, or default MH will do a break, or Position 4 before 2 or 3 - else nasty things will occur, no more attack. You can protect touching by covering with a trigger disabling touch for all points in range in order to prevent evilized problems. MH's navigation is a bit more sensitive than in CTF or others due to controller load. Feel free to speed up routines and you'll notice better results (I could figure that).
In so called v504 MonsterWayPoint is more wrapped and Bot code is based on combat rather that running and gunning as retard. Pickups are a factor in making things ugly or nice - Bot stucked in multiple pickups having less than 50 UU between each-other - respawntime tuned is much recommended than a mountain of trash in place. MH2 versions come with new triggers and keypoints due to code calls and they can be much better wrapped + using a safe PathNode as a reference in case of bad placement.
In MH-ziki we need a couple of cheap hacks in order to make Bot to go on top of that building for triggering first door. BlockedPath works in MH in case of needs. Then they have to go in tower. We need to set those as OnceOnly else we won't see good things with those doors - it's just MH not chess. bOneWayPath also works (presuming we know these basics). I figured what I need but I have quit due to BSP troubles found later.
Default MH controller doesn't convince a Bot to shoot a target but a custom thing might do additional intelligence in hunting. Then I think more things are doable - including locking a path which is not longer needed to avoid crawling useless.
You might draw 4 cubes as a map and I'll show some example of "How To". Then we can slap some Navigation into Ziki.
MonsterEnd is small and Hidden. Have you tried a default MH session ?
Pathing... I was expecting troubles, and there are troubles. While ground has direct link with the void (BSP problems) physics required to travel there might lead in broken Network. I forced links in thwse points but I won't bet that Bot won't jump over that hole (and perhaps will fall in Lava). I'll figure all issues when things are gonna be done.
Edit 3: Ooopsy. I figured some mover puzzle which will need some custom stuff for that. I think I'm not gonna waste weeks there, perhaps I'll skip Bot section there. Look, these sort of "smarty-useless" ways no one hunter is able to manage without checking Level's stuff with Editor - which is cheating like, is simply for more advanced player with too much free time to waste in Sp Levels looking in all corners (and then they will figure bugs). There are more movers in map than monsters.
I did two towers and I'm feel bored by these Movers set for SP. Losing start will add another couple of seconds to wait and wait and wait. Let's play chess then, this is not too much a shooter like. The problem for Bot is also clear, they won't cover human if those areas are configured like that being unable to manage Level without "news".
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