Re: Bot suicide -
16-01-2006
Both are good ideas. I'd like to see some tools to manage the jumping a bit. Whether it's a node flag or a "danger" action that was discussed a while ago.
A little more persistance to the camps would be nice as well. A workaround that I have used on some maps is to use class based actions for all defensive actions. Then I pick a particular class that I want defending a specific area. By putting all of that classes actions in a particular place, they have no option but to stay in that area. By spreading out the camps as much as possible within the area, it lessens the predictabilty for human players.
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