As it is right now, TFBots have decently okay pathfinding, if you know how to make a Navmesh! You can also use the TF_MARK command to make them do some team or round-specific things, like having a RED-team only doorway or having a path lock / unlock after Point 2 is captured. These are great!
On this note though, it'd be nice to have some more TF_Mark commands that help TFBots with more... class-specific things. SNIPER_SPOT and SENTRY_SPOT already exist, for instance, but the bots seem to totally ignore them; it'd be nice to have finer control over where you want them to set up. It's more apparent in maps with obvious Sniper decks / Sentry nest areas, but the TFBots ignore marked areas and choose a terrible spot by themselves - if they do anything at all that is.
Some new TF_Mark commands would be nice as well. If you're open to recommendations, HIDING_SPOT for Spy and Civilian bots to head to, TELEPORTER_SPOT and DISPENSER_SPOT for finer control over Engineer Bots' building placement, if present / unoccupied, JUMP_AREA_START and JUMP_AREA_END for future explosive-jumping bots, and OBJECTIVE_AREA for spots for any bot to head to if they're not busy with something else.
TFBots are a minor part of TF2C, but one me and many others get a lot of enjoyment out of. Would appreciate if more was done to make them even better! They're already leagues above Live TF2.
As it is right now, TFBots have decently okay pathfinding, if you know how to make a Navmesh! You can also use the
TF_MARK
command to make them do some team or round-specific things, like having a RED-team only doorway or having a path lock / unlock after Point 2 is captured. These are great!On this note though, it'd be nice to have some more
TF_Mark
commands that help TFBots with more... class-specific things.SNIPER_SPOT
andSENTRY_SPOT
already exist, for instance, but the bots seem to totally ignore them; it'd be nice to have finer control over where you want them to set up. It's more apparent in maps with obvious Sniper decks / Sentry nest areas, but the TFBots ignore marked areas and choose a terrible spot by themselves - if they do anything at all that is.Some new TF_Mark commands would be nice as well. If you're open to recommendations,
HIDING_SPOT
for Spy and Civilian bots to head to,TELEPORTER_SPOT
andDISPENSER_SPOT
for finer control over Engineer Bots' building placement, if present / unoccupied,JUMP_AREA_START
andJUMP_AREA_END
for future explosive-jumping bots, andOBJECTIVE_AREA
for spots for any bot to head to if they're not busy with something else.TFBots are a minor part of TF2C, but one me and many others get a lot of enjoyment out of. Would appreciate if more was done to make them even better! They're already leagues above Live TF2.