ah, but it wont be said my bots are dead!
I FI-NA-LLY managed to write a navigation in the style I like! and one that works good enough for me to be proud of it somehow. Yeah, not perfect yet. But I'm on the right fucking track AT LAST. Geez. Something that works. Gimme a smoke.
The demo I'm uploading to the filebase shows a CT bot walking around in cs_italy in condition zero on a track I told it to follow. Basically what I did was 1°) erasing the bot's nav brain, 2°) slapping him in and 3°) have me walk around the map until the hostages so that my bot would discover of the map only the track I walked.
To increase the difficulty I told him to always look at vector (0,0,0) while following it. Unless for jumps. Yeah because also, this bot does not separate the head angles and body angles, and it does not cheat with strafe speeds and move speeds either ; you can witness it by the zig-zags he makes around the path he's following: exactly the same inputs as a human.
My biggest pride: the bot climbed through the window near the marketplace like a charm. Not many bots, even the waypointed ones, can boast about that.
This one has the particularity to selectively update its navlinks each time it uses them. If a "better" one is found, the bot updates its location, but only when it's certain to be a better link (better placement, most chances of success in jumping, etc). I shall post more demos about that.
I enabled the AI console during the demo so that you could see the internals.
http://filebase.bots-united.com/inde...on=file&id=303
Grab and watch.
Now I gotta improve that and clean it up. You should see the code. It's a mess.