Re: Button code is still f*cked up... -
17-06-2004
*BUMP*
I think this topic needs some more attention than it's currently getting, but I also have some new screenies and suggestions.
There are several problems:
1. Bots seem to make this button check all the time - even at doors that are untriggered. This leads to bots getting stuck in such doors.
2. When they have found a button, they mostly freeze instead of walking to it.
3. If they walk towards the button, they take a straight line to it, ignoring all obstacles in their way, disobeying all waypoints in their reach. So they mostly get stuck, too.
And here are some thoughts on how to solve thes problems:
1. Could the button check be limited to triggered doors? Why do waypoints near normal doors cause a button search routine? Why does placing waypoints further away from the door prevent this? The connection A<=>B still leads through a func_door, no matter how big or small the distance.
2. + 3. Couldn't bots detect which WP is nearest to the button (and thus the path to this WP), follow a waypointed path to this point and THEN cover the last remaining distance to the button with unwaypointed navigation (if necessary)?
See these screenies:
(The map is cs_ark, the door is right at CT spawn, and the "buttons" are really just trigger areas - once you step closely up to the button, the trigger gets activated and the door starts opening. No use key required here.)

Roses are #FF0000, violets are #0000FF // all my base, are belong to you.
Last edited by >BKA< T Wrecks; 17-06-2004 at 00:47..
|