Closed GoogleCodeExporter closed 9 years ago
The code appears to work :)
2 things need to be done though.
- I assumed I had to create a circular link between waypoints but that crashes
the game. Would be nice to have bots either walk back and forth along the path
if it's open ended or run in circles if it's a circular path.
- Bots continue to walk along the waypoint path if they see you. They do attack
but continue their back and forth walking, which isn't exactly what we want ;)
I've attached a zip file with an example map (named "test3"). It includes the
.map file and the compiled bsp and aas files. It's just a simple box map with a
trigger (on top of a little platform that's slightly raised out of the floor,
you'll spot it). When hitting the trigger, it'll spawn a bot into the game
after a delay of 5 seconds, which allows you to get into spectator mode if you
wish to freely view the bot's movements. There's the botspawn for the bot and
three waypoints in an L-shaped path. The bot will run back and forth. Quite
amusing to see.
Original comment by era...@gmail.com
on 11 May 2011 at 10:07
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Ok, I fixed the second point. Bots break free of their patrolling behavior when
they see an enemy to attack. It's a small change in r223.
Original comment by era...@gmail.com
on 11 May 2011 at 2:46
I didn't think of circular linked waypoints, this patch should fix it. Again,
untested. Your fix for their staying-on-path works fine, but I would consider
it a hack. The patch includes a different solution: bot are now unafraid,
willing attack the player regardless of their own condition or task. And
there's a third change included: jumping and ducking are disabled for bots
during combat. That was mentioned in the forum discussion, I'm not sure if you
actually want it.
Could you add a small escape area to the test map so I can check if the bots
react correctly when their enemy flees?
Original comment by andi.chr...@gmx.net
on 11 May 2011 at 11:38
Attachments:
Here's an updated version of the map.
This time it actually counts down from 5 to 1 to indicate when the bot is
spawned. The box is expanded with an L-shaped corridor that wraps around it.
Original comment by era...@gmail.com
on 12 May 2011 at 7:21
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I've made yet another version of the test map. This time it's a square room
with a small opening on one side that's completely surrounded by a corridor.
When hitting the trigger, the bot will spawn at the back side of the center
room and run in circles around the map. At least, that's how the waypoint
system is laid out. The bot still is very much interested in grabbing the
shotgun and megahealth that are inside the center room and then continues along
the waypoint path.
Original comment by era...@gmail.com
on 12 May 2011 at 1:38
Attachments:
They return to patrolling after combat, all is well. Here's a patch to make
them ignore items. There's one code path remaining that sends them harvest
items, but that one is only executed when bots are neither in combat nor
patrolling, which should not happen.
Original comment by andi.chr...@gmx.net
on 12 May 2011 at 5:09
Attachments:
Ok it's applied.
I've made another change that's committed in r232. It turned out that if a
target_botspawn was triggered that didn't target an info_waypoint entity, it
would simply crash the game. I realize this just drops a bot in the game
that'll go after items but that's fine, bots are physically unable to pick up
entities anyway (in the single player gametype that is).
Original comment by era...@gmail.com
on 12 May 2011 at 7:58
Original comment by era...@gmail.com
on 24 May 2011 at 7:34
Original issue reported on code.google.com by
andi.chr...@gmx.net
on 5 May 2011 at 2:08Attachments: