Quake3World.com Forums
     Level Editing & Modeling
        force bot path on radiant for q3a


Post new topicReply to topic
Login | Profile | | FAQ | Search | IRC




Print view Previous topic | Next topic 
Topic Starter Topic: force bot path on radiant for q3a

Warrior
Warrior
Joined: 13 May 2012
Posts: 90
PostPosted: 05-27-2013 11:16 AM           Profile Send private message  E-mail  Edit post Reply with quote


hi all!
I need to create a map where my bot will follow a path (for example from A point to B point, from B to A again "looping everytime the path").
The bot need to never shoot at player "he's a sort of demostartion stuff".

Any clue about how can i do it?




Top
                 

I'm the dude!
I'm the dude!
Joined: 04 Feb 2002
Posts: 12498
PostPosted: 05-27-2013 12:38 PM           Profile Send private message  E-mail  Edit post Reply with quote


You won't be able to, not without significant AI mod programming.



_________________
GtkRadiant | Q3Map2 | Shader Manual


Top
                 

Insane Quaker
Insane Quaker
Joined: 26 Nov 2009
Posts: 341
PostPosted: 05-27-2013 04:50 PM           Profile Send private message  E-mail  Edit post Reply with quote


Could it maybe be possible with a route of items, one item at a time, in an external bot navigation map? Items should be triggable for the bots, no?




Top
                 

Warrior
Warrior
Joined: 13 May 2012
Posts: 90
PostPosted: 05-27-2013 05:22 PM           Profile Send private message  E-mail  Edit post Reply with quote


can it work if i create a custom bot and set most of is skills to 0? adding some no walkable invisible solids around him and put a weapon upon a jumppad? the main objective is just force him to jump on a jumppad continuosly




Top
                 

Elite
Elite
Joined: 25 Mar 2000
Posts: 10054
PostPosted: 05-27-2013 08:25 PM           Profile Send private message  E-mail  Edit post Reply with quote


You could just trap him in a bot_clip tunnel and put a bot spawn on top of a jump pad. I bet the bot will jerk around/spin around and it would look bad for what you need it for. Also this would only work if you had one bot spawn in the whole map.




Top
                 

Cool #9
Cool #9
Joined: 01 Dec 2000
Posts: 44139
PostPosted: 05-27-2013 09:19 PM           Profile   Send private message  E-mail  Edit post Reply with quote


It's easy with the right tools:
http://code.google.com/p/entityplus :)




Top
                 

Warrior
Warrior
Joined: 13 May 2012
Posts: 90
PostPosted: 05-28-2013 11:51 AM           Profile Send private message  E-mail  Edit post Reply with quote


:°D i'm checking your work Eraser. but i need to add it all inside my mod so i don't know if it can be the right way to do it :°). Basically i just want to create a map with a jumppad and put a bot that will jump on loop on that jumppad.




Top
                 

Insane Quaker
Insane Quaker
Joined: 26 Nov 2009
Posts: 341
PostPosted: 05-28-2013 02:48 PM           Profile Send private message  E-mail  Edit post Reply with quote





Top
                 
Quake3World.com | Forum Index | Level Editing & Modeling


Post new topic Reply to topic


cron
Quake3World.com
© ZeniMax. Zenimax, QUAKE III ARENA, Id Software and associated trademarks are trademarks of the ZeniMax group of companies. All rights reserved.
This is an unofficial fan website without any affiliation with or endorsement by ZeniMax.
All views and opinions expressed are those of the author.