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My first map with bots of jv_map

Posted: Fri Sep 09, 2005 11:49 am
by mcunha98
Hi,

I read tutorials and get as reference the botwars map (from mohfiles.com), my questions is:

1) I put many spawnpoints (10 in total) and put number of bots to 8 for each side, but because this ?
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2) My map have lots of info path, but the bots dont enter into a house ?
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Another opened house, but bots dont enter...
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See, exists info path to tell for boot "enter in house", but dont execute ?!?
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Posted: Fri Sep 09, 2005 1:14 pm
by bdbodger
Either your pathnodes are too far apart or the door is too narrow for them . Run your map and open the level menu by typeing pushmenu LevelDesign into the console and click on the routes check box and you will see green lines that show where the bots can go . Maybe put one in the middle of the opening .

Posted: Fri Sep 09, 2005 2:27 pm
by mcunha98
bdbodger wrote:Either your pathnodes are too far apart or the door is too narrow for them . Run your map and open the level menu by typeing pushmenu LevelDesign into the console and click on the routes check box and you will see green lines that show where the bots can go . Maybe put one in the middle of the opening .

BDBodger,

Thank you very much for your instructions.
Another questions

1) The height where pathnodes (see in desing screeshot i post) cause some problems (is best i move the pathnodes to ground/middle body line or is best put the pathnodes in top of sky) ???

2) When bots spawn, i see 2 or 3 bots statics, common use of bazooka. I need modify some thing to work?

3) How i tell to a sniper, enter into a house and crouch camping in this position (using path + script origin or not) ????[/b]

Posted: Fri Sep 09, 2005 6:38 pm
by lizardkid
Pathnodes should be about waist/stomach high.

As for jvbots, i believe they need to be given special nodes such as camper or sniper or goal nodes before they do anything.

Posted: Sat Sep 10, 2005 9:54 pm
by mcunha98
Hmmmm...
My bots dont jump a cracked wall.
Is correct or i need create a specific path of nodes to this ?

Posted: Sat Sep 10, 2005 10:57 pm
by lizardkid
bots 1.1 cannot jump or sneak or anything like that, bots 2 has support for stealth and jump paths, but it's abandoned, and likely not to be taken up again.

Posted: Mon Sep 12, 2005 1:16 am
by mcunha98
lizardkid wrote:bots 1.1 cannot jump or sneak or anything like that, bots 2 has support for stealth and jump paths, but it's abandoned, and likely not to be taken up again.
Bad notice...
But, the job of JV is beautiful, only rest tell thank for her to creation of bots mechanism.

Posted: Mon Sep 12, 2005 9:24 pm
by mcunha98
I dont understand, my axis bots dont walk !!!!
All bots spawn, and stand up in location (i linked all common points between allies and axis).

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Posted: Mon Sep 12, 2005 11:18 pm
by lizardkid
that just means they dont have an objective. set some camper and sniper nodes around, goal paths and the like. maybe tehy'll get going then ;)

Posted: Tue Sep 13, 2005 1:10 pm
by mcunha98
Reading the tutorial of JV_MAP about bots, i try put a objective in map (a bomb to allies plant), i dont cant make a OBJECTIVE MAP, but yes, a TEAM DEATCH MAP with bots.

But, when i put the objective really the bots working relative good. Some bots run and get position to defeat your side, but another dont work (in general it walk to a point - not a sniper point - and stop here).

The paths of info_pathnode is work for all bots of each side, but the mode of decision is very hard to understand.

I test a map with 5 bots for each side, and have in minimal, 8 points of sniper for each side.

Some suggestions to best acuraccy of bots ????

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Posted: Wed Sep 14, 2005 9:13 am
by bdbodger
Remember to use the keys some types of nodes like bombcamp have a noaxis or noallies key you can set . bombcamp , camp and sniper nodes I think use those keys also they target script_origins . When a bot uses that node he stands pointing in the direction of the script_origin . The next thing is to have several routes in the map more that one node can have the route key set to use that route but when you have move than one route to an area you can make a routelist and use the routelist key on the sniper node for example and when a sniper node has the routelist key set it will pick one of the routes in the list . The more you understand how the keys work the better your map will be the nodes are easy to make the secret is in the keys .