Open JoelTroch opened 4 years ago
Have you tested regenerating the .nav file?
@LucesEnBabel Nope, I could give it a try later.
Auto-generated .nav files are hella crappy. This has to be redone by manual editing
Then again, Turtle rock basically autogenerated navs then place painted them, with very little editing. Ritual Entertainment's Xbox bots seem to perform better due to being manually tinkered with
On Condition Zero's remake of Havana (cs_havana_cz) for example, if one CT bot decide to rescue the hostages at the secondary hostage rescue zone (not the one in CT spawn), the bot will move inside the zone but not "deep" enough to have the hostages inside the rescue zone itself. After a short while, the bot will notice that nothing happens and decide to make a round around the map before going back to the same rescue zone (or attempting another way).
I have had this exact problem occur over a dozen times! To be fair, this occurred over ~200 rounds, so the frequency is not that bothersome.
I think a good solution would be having the CT bot walk across to the opposite end of the rescue zone so that the hostages automatically move forward.
On the "public" branch of Counter-Strike: Condition Zero, CT bots might have trouble rescuing hostages on CS maps therefore causing a "schedule loop".
On Condition Zero's remake of Havana (
cs_havana_cz
) for example, if one CT bot decide to rescue the hostages at the secondary hostage rescue zone (not the one in CT spawn), the bot will move inside the zone but not "deep" enough to have the hostages inside the rescue zone itself. After a short while, the bot will notice that nothing happens and decide to make a round around the map before going back to the same rescue zone (or attempting another way).I wish I had a demo or a video so I could show the problem in action. I'm guessing this problem happen because of the hostages behaviour differences between CS 1.6/Condition Zero or Retail Condition Zero/Steam Condition Zero.
cs_havana_cz
in "Tour of Duty" game mode).I haven't tested if this issue happens on the "beta" branch as well, but I suspect it might be the case since there was no AI change AFAIK.