BOT's with a death wish?

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Bjarne BZR
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BOT's with a death wish?

Post by Bjarne BZR »

My bots dont run away as I thought they would when the bomb is about o blow... as you can see in the pictures ( The flight shot is exelent! 8) ). They do it in the simple testmap I've done, so why not here?
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Reish Vedaur
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Post by Reish Vedaur »

Is there a way to script nodes so that the bots no longer follow certain ones and do follow detour ones when when the bomb is set?
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Post by jv_map »

Reish Vedaur wrote:Is there a way to script nodes so that the bots no longer follow certain ones and do follow detour ones when when the bomb is set?
Yes you can do that by dynamically changing the $route key or the $routelist key of their destination.

Changing their routelist array may work but I'm afraid not. :(

Bots try to run away from a bomb when they can find a bombcamp node further than the bomb's explosion radius away from the rigged explosive or a bombcamp node that can't be seen from the bomb.

If they can't find such a node or if there is a problem with the paths (the node isn't reachable), they'll just stand there.
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Bjarne BZR
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Post by Bjarne BZR »

Ahhh, that explains a lot! I have a trigger killzone set for the entire room, and all the camps are in the room :)

Wait a minute... the bots dont see triggered killzones, right? They go on the value of level.bomb_explosion_radius.
Am I right in assuming this? ( easyer to calibrate if I know what to calibrate :wink: )
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Post by jv_map »

Yes that's right. I didn't think of killzones when I wrote the flee script :oops:
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