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Thread: Problems with bot pathing.

  1. #1
    Untruely Bannable~ Inferno's Avatar
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    Problems with bot pathing.

    From: http://forums.beyondunreal.com/showt...14#post2383214

    I used lots of path nodes and set the "vehicle preferred path" and "vehicle blocked" where I thought it was necessary.

    I'm having these problem though.



    They also like to stand around in the base near the flag sometimes. Which is pretty annoying as well.
    Last edited by Timo; November 22nd, 2010 at 07:58 PM.
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  2. #2

    Re: Problems with bot pathing.

    the purple issue, is how it's supposed to be, some bots are designed to take the long way around, like some people might choose to.

    as for the blue and green issue, you could make some pathnodes which are ignored to vehicles (can't remember for sure if this is even possible though), or for just blue, move some pathnodes so that there's no wide paths connecting the ground there to where they get out to (space them farther apart, or place them so that there's an obstruction in between them.

    i've had similar problems with AI just sitting in vehicles, i'm not sure how that's fixed, but i'm fairly certain it has something to do with there not being enough space for them to drive around, though that's hardly the case in your map. from what it looks like to me, you might want to place some extra pathnodes around your vehicles, so they've got some extra maneuvering space.
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  3. #3
    Untruely Bannable~ Inferno's Avatar
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    Re: Problems with bot pathing.



    Yeah.
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  4. #4
    show up throw up Ganon's Avatar
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    Re: Problems with bot pathing.

    stop making emo bots
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  5. #5
    HA10 Limited's Avatar
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    Re: Problems with bot pathing.

    Quote Originally Posted by Inferno View Post


    Yeah.
    Bots at 1:10 = lemmings

    Not too sure about the vehicle bots, do you have to set any more flags as in like "prefer to stay in vehicle" or some thing?
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    Re: Problems with bot pathing.

    Quote Originally Posted by Limited View Post
    Bots at 1:10 = lemmings

    Not too sure about the vehicle bots, do you have to set any more flags as in like "prefer to stay in vehicle" or some thing?
    The paths are set up right. I used the default VCTF maps as a reference for how I set them up.
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    Slightly Insane JackalStomper's Avatar
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    Re: Problems with bot pathing.

    You CAN set pathnodes to be ignored by vehicles, and also to be used exclusively by vehicles. One reason behind them standing around at the base sometimes means they don't have a proper path to the flag and back. They also might be just "sitting in vehicles" because there isn't a full path to the flag with all white paths, also might not be a vehicle exit node assigned in the flag object to tell the bots when it's supposed to get out. The blue problem might just be them taking the absolutely shortest route to the flag.

    Reading this is alot better to understanding navigation than simply looking at other maps too.

    It would help ALOT if you didn't have the map as one giant static mesh, just throwing that out there.
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  8. #8
    Protector of common sense Trulife8342's Avatar
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    Re: Problems with bot pathing.

    If you don't have a path set to allow vehicles only, the AI will get confused when entering a vehicle. That's why they get retarded when the get in one. As for the artillery guy, that's just stupid AI programming not sure you can really fix that unless you get rid of the vehicle completely.

    Read the link that Jackal posted.
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    Re: Problems with bot pathing.

    Quote Originally Posted by JackalStomper View Post
    You CAN set pathnodes to be ignored by vehicles, and also to be used exclusively by vehicles. One reason behind them standing around at the base sometimes means they don't have a proper path to the flag and back. They also might be just "sitting in vehicles" because there isn't a full path to the flag with all white paths, also might not be a vehicle exit node assigned in the flag object to tell the bots when it's supposed to get out. The blue problem might just be them taking the absolutely shortest route to the flag.

    Reading this is alot better to understanding navigation than simply looking at other maps too.

    It would help ALOT if you didn't have the map as one giant static mesh, just throwing that out there.
    I know about the "blocked for vehicles" and "perfered vehicle path" but the AI's don't really folow it too well.

    The underlying problem is the shape of the map. If you take a look at most of the VCTF maps for unreal they are all rectangles with a base at each end basically. You can see that revelations is a U shape where both bases are separated by a small cliff. The bots apparently don't understand that too well and get fucked and confused easily.

    The map is not 1 giant static mesh it's broken into sections and areas depending on size, area, collision complexity, polys, portaling, and heavy/light traffic. Usually each pieces is about 200 to 350 polys.

    Quote Originally Posted by Trulife8342 View Post
    If you don't have a path set to allow vehicles only, the AI will get confused when entering a vehicle. That's why they get retarded when the get in one. As for the artillery guy, that's just stupid AI programming not sure you can really fix that unless you get rid of the vehicle completely.

    Read the link that Jackal posted.
    I do. Like I said before I have paths set for vehicle prefered and vehicle blocked but the AI's refuse to folow them.

    I'll check out that link though and see what I can do.
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