Wormbo wrote:With that in mind, it's probably a good idea to ensure there's always a route that doesn't have to use InventorySpots.
Hehe, I cannot recall how many times I was using ammo and health as routes in MH and they were working with 0 troubles, including in debugging paths they were granted at human tester properly...
Dr.Flay wrote:I will reinforce something that often slips by.
As Higor says, Inventory will become a path node, but it is important that you do not break the pathing when an item is picked up.
Bots will not navigate the gap until the item respawns. There must always be an alternative route.
This is a common reason to find bots going into a room and not being able to leave.
UNTRUE - you (and anyone who thinks that navigation can be broken without a crash) might check CTF-BoomBoomBridge and see how paths are going through Health which even is taken up path is still there else NONE will move for Flags for a period (Don't ask me about those lifts, lol) - validated with my NsCTF where path to enemy-flag is shown for human at request (feature added for wild maps less known). Is the second time when I see the same wrong thing posted. Stop blabbering PathNodes over weapons. In DM if Bot won't get that route it's because Item is missing (until respawn) BOT IS A COLLECTOR. Try to see how works BotyMan2 - will never drive you where item is missing but you can use a RememberSpot all the time to track that route going through items as an alternate destination point. If map pathing works, ALWAYS exist routes through InventorySpots if they have more than one connections to another ANY (oops me except child of LiftCenter which are always linked only with at LEAST 2 LIFTEXITS) NavigationPoint.
And now the crash (console):
- set NavigationPoint bStatic 0;
- killall NavigationPoint;
- rememberspot - step away 2000 UU;
- showPath - BANG !!! K.O.
- Still alive ? OKAY <addbots 3> Enjoy !
I'm interested which tutorials are describing those lies about InventorySpots - I have a hammer prepared for author's head (I'm sorry but it's annoying to send bad informations for people which wants the truth). These kinda "tutorials" are good to be deleted and HDD erased bit by bit. Else, this proves you did not read previous spoiler which is a copy from a Document originally written by POLGE himself not by idiots like me.
Excuse me but now I'm busy to fix exactly these kind of "paths" stucking Bot and making game a 0 challenge mess.
Edit: Completing asumptions
Bot has came in room and won't leave, it's because of bad pathing, or this is doable purposedly as follows:
- Bot coming from a higher position falling 200 UU - for road back it needs Fly flag which doesn't exist = GOOD BYE return;
- Bot is coming from a bOneWayPath - No permission granted for return = GOOD BYE;
- Wrong Land/Water link - (oops I was almost to give a bad example properly spread by a
Green dude

and other pathing lulus done by the same person from here - we don't need to be very evilized after all ). Bot goes in water for some reason (Inventory instant love) but Navigation directives (physics recommended) cannot be completed due to Nodes placement at way back (swim/fly/run soup), so Good Night at bottom of sea;
- Custom evilized trap. A trigger will lock a way-back Node if Bot is in range - just because as a nasty madness - yes this is doable too by setting up that point at cost 1000000 and Good night.
The problem of this Engine (guess deduction) is that it uses a sort CPU CYCLES or whatever they might be - counted. When Engine uses too many Cycles, that is considered a way expensive process and will return NONE. As Higor said, use high distances as much as possible.