Bots acting like Idiots... What to do ???

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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AndyW
Posts: 848
Joined: Wed Mar 11, 2015 3:23 pm

Bots acting like Idiots... What to do ???

Post by AndyW »

Hey! :)

Today i saw a group of 4 bots fighting each other in a mob-orgy. Then the mob went on a jumppad at the same time! :D
They sticked together like they would touch each other! :D Also they cannot do the easiest jumps.
What to do? Can i train them or give them advice to jump?
Die Vitamine sind in der Dose gefangen!!!
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Re: Bots acting like Idiots... What to do ???

Post by obsidian »

We need videos, would be comical to watch! :)

Bot behaviour is based on their individually characterized fuzzy logic and their preference to pick up specific items. Your only real control over them is in placing items throughout the map which will attract them to roam different parts of the map. If you have generally good item placement, they should already behave reasonably well.
[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]
Pat Howard
Posts: 494
Joined: Tue Mar 31, 2009 11:14 am

Re: Bots acting like Idiots... What to do ???

Post by Pat Howard »

1. use fixAAS
2. botclip all stairs
3. put bot roams over all armors

that's all i do for mine.
Martinus
Posts: 158
Joined: Mon Jun 17, 2013 11:37 am

Re: Bots acting like Idiots... What to do ???

Post by Martinus »

Image
[url=http://lvlworld.com/author/Martinus]My Quake 3 maps[/url]
dONKEY
Posts: 566
Joined: Mon Oct 15, 2001 7:00 am

Re: Bots acting like Idiots... What to do ???

Post by dONKEY »

I meant to post this a couple of days ago.
Bot navigation is a not very well covered topic. Cardigan wrote an article on it, I expanded on it.
TBH Pat, if you are just bot clipping stairs there is no need to run -fixaas. Normally you would do that to simplify something extremely complex. You may have been joking, I'm not sure :)
More often than not really stupid bot behaviour is caused by tiny clusters. Stuff like running up to Red Armour, then turning away and running in the opposite direction.
An ideal map for bots is a map that is a single cluster. In such a map bots can see everything, all the time. The problem in large maps though can be 'bot stutter', were performance takes a hit, in much the same way as a map with poor vis control.
The best answer is to use cluster portals to control cluster creation, but this takes time to master, and also doesn't prevent the creation of tiny clusters that screw up navigation.
I used to spend a lot of time finding these little blighters and getting rid of them. There were a number of approaches I used. A targeted entity that exists in 2 clusters will merge clusters, as will a series of complex cluster portals. The latter is a bit of a hack, but works well.
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