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A Bot's Life Most multiplayer engine's I've played with required manual bot pathways to be made that they will fallow to reach goals (such as finding a flag and capturing it). So I decided to horse around with my map and toss in bot support just to see how the aas compiler worked. I have nothing in my map in the way ot pickup items, weapons or flag's, just ffa spawn points. The first thing I noticed is that the bots sit there looking stupid untill they actualy see you or another bot. Once that fight is over, they idle again untill they see something new. They don't wander around the map looking for a fight on their own. So I got to thinking since MP bot pathways are generated automaticly, what drives them to move around on their own? Do item/weapon pickup's cause them to wander, thus bumping into other bot's or players or is there something more? |
Re: A Bot's Life I think it's exactly what you said, the bots generate their "walkpaths" around the pickups/flags (and if they bump into anyone along the way they'll go for them), but if there aren't any of those pickups around the bot'll just sit there till it 'sees' someone else. If you want to get them to move around but you don't want to use pickups/flags, there is an entity called "bot_roam" that acts like an invisible pickup (you can set how 'valuable' it is from the entity window, read the little blurb on it to find the needed key/value pair. Only the bot sees the bot_roam and thinks it's something valuable so it'll go for it. So if you set it's value really high the bot will always try and go for it, if it's low then the bot will only frequent it sometimes) 7 |
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