GTK Radiant bot pathing

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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Pectabyte
Posts: 25
Joined: Wed Sep 27, 2006 8:43 pm

GTK Radiant bot pathing

Post by Pectabyte »

So I read through the "Quake III Editing Archives" but didn't find any resources on making bot pathing. After I run BSPC the bots just kinda stay in the flag rooms having siezures. I beleive this is do to it trying to create its own bot pathing. How do I manually create it in Radiant?
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Post by obsidian »

You don't. Quake III uses AAS (Area Awareness System) to determine the playable area that bots can utilize. With waypoints, bots have a tendancy to follow the waypoints fairly strictly without deviating from them. AAS means that bots are free to wander around in any direction that they please, even calculating reachability, so they can try jumping/rocket jumping in certain occasions.

Bot seizures can be fixed by optimizing the AAS...
http://cardigan.planetquake.gamespy.com ... otopt.html

Also, if using Q3Map2 and the -meta switch (as you should) you also need to use the -forcesidesvisible switch with BSPC.
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
Hr.O
Posts: 152
Joined: Wed Jul 12, 2000 7:00 am

Post by Hr.O »

The art of getting bots to work is a bit like juggling.
Bots are stupid, the only way you can get them to work is use bread-crum trails. So a few tips:
1) place items(health, ammo, that stuff) in such a way that they can easily be 'found' (bots in essence move from item to item till something of higher priority pops up)
2) use botclip allover the place to make geo seem as simple as possible for the ID10T's (personally i often use large slabs that stick up to 16 units out of the wall so they cover as much trim as possible without making the movement restriction too obvious
3) item_botroam (use then copious amounts with moderate weight. these nifty little critters have the same magnetic effect on bots as items do, they can be of great assistence with making the bread-crum trails.
squirell man
Posts: 61
Joined: Sat Jan 13, 2007 10:10 pm

Post by squirell man »

si, and also i found a while back that "info_camp"s are good for the 1D10Ts also. that way bots wont run around, maybe one may guard the flag without you using team orders. :)
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