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-   -   Bot Path Problems (http://forums.filefront.com/ut-modding-mapping-editing/74315-bot-path-problems.html)

The Blue-Eyed Robot May 19th, 2003 01:01 PM

Bot Path Problems
 
I am having a little trouble with laying out my bot pathing network.

I have a ledge where a player/bot can double jump to reach a +50 shield charger. My bots just stand at the edge of the ledge and stare at it, like they are afraid to jump :lol:. The JumpSpot actor goes where I want the bots to jump to, right?

I have a jump pad in my level that shoots you up about 512 UT units to the ledge I described earlier. I have a path node located where the bots should land, but they never land there.:( They just shoot straight up and come back down. I have this path node as Forced Path 0 for my jump pad, and they are pretty close when placed on a horizontal axis.
Do I need the path node positioned farther away from the jump pad? Any advice on what I can do to fix this situation?

Also, I was wondering how other builders out there make there bot movements seem so realistic.
Do you do it by placing many path nodes near each other so the bot can decide where to go, or do you just put them in the most likely places where they would go?

I appreciate any help on any of these issues. Thanks. :frog:

Chrisivx May 21st, 2003 01:17 PM

I haven't used jump pads yet, but as for jumpspots, the jump spot's tag (in object => name, not event => tag) should to be one of the forced paths of the pathnode it is to jump there from.

Have you tried pressing tab and typing "reviewjumpspots" ? This spawns a bot who attempts all jumpspots in the level with all the different ways of jumping. If it works, he will manage it.

Give that a shot


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