Quote:
Originally Posted by CrapShoot
Will this include path flags like crouch, ladder, and door? Or are those considered "actions"?
|
Anything that a bot can do (any action), is handled either internally by the bots own AI (they understand a lot of entities/movement types already without the path system), or by the action system. Simple doors that you hit use to open are already understood by them. If you've ever seen the door on beach at the warroom door, or the two on destruction - there is no special node or anything there: they see the door and open it on their own. If they go in the air duct to reach the warroom, they know to crouch - thats their internal AI again.
ATM, there is no path flags between nodes just because I've created a really good system that lets them figure it out on their own. The only special node I have is for steep jumps. Say on beach, when they jump down from the upper bunker to the trenches. Its possible to lose 10-15 points of health doing that, even tho its worth it because you get to the wall so much faster. I marked the nodes at the top of the bunker as being "jump" nodes, so they understand that if they're low on health, to path around the long way and not take the short cut.
Quote:
Originally Posted by CrapShoot
On mp_tank, a bridge can be blown up that will make a path not reachable. Maybe an IsReachable flag?
|
You can use the script system to connect/disconnect nodes. If the bridge isn't there, just disconnect the nodes that go over the bridge, and the bots will path around it.
Quote:
Originally Posted by CrapShoot
Soul Portal has moving platforms that require the use key to activate. May be a bit tricky, but I think there needs to be a use action and a wait action as two seperate flags
|
I've never played Soul Portal before, so I'm not sure. I'm focusing on the default maps ATM. I'll have to check the map out first.
As time goes on, I'll see about these custom maps, but some maps may just be impossible (or EXTREMELY difficult) to get the bots working on if they are too terribly complex. The old DM2 map from quake comes to mind: it was really complex for its time and a lot of bots had a hard time with it, so few, if any bots, supported it.
Quote:
Originally Posted by CrapShoot
Some maps have breakable barriers that don't require dynamite. Village for example you can grenade the barbed wire obstacles. Would be cool if the bots "recognized" these and tossed a nade at them.
|
I made a design choice to eliminate most of these barriers. If you've played on beach, destruction, or trenchtoast, you'll notice they are gone. I've never seen them add much to play since anyone can destroy them with a nade - most are destroyed anyway in the first minute of the game. Theres no real tactical value to them, and they don't require an ENG, so they don't encourage teamwork either - they're just for looks.
Quote:
Originally Posted by CrapShoot
I like the idea of only specific bots changing class. Maybe preferred class / secondary class definitions in the bot config file?
What do you mean by giving a command to change class? The player issues a command? If so, what about a team that doesn't have any humans?
|
Yes - the bots would have their "preferred" class. The script system would issue the cmd, not human players.