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<< Bots and func_plat >>

Posted: Sat Jan 06, 2007 5:22 am
by DonX
I've got this problem in a map which has 2 main elevator platforms leading to a 2nd level area. It is the only way to reach that area, but what's happening, and buggin the hell out of me, is that q3 bot's will linger and just camp on the damn thing, so no one can use the elevator to get to that area.

I've done some experimenting using a couple methods. First I used a donotenter brush around the edge of where the plat lifts too, hoping it would repel the bot off of the entity. no deal.

Then I used a botroam item infront of where you would get off... It sort of worked, but not everytime.

So, I'm just asking who might know a solution to this, as it's very important bots do not camp ontop of the func_plat.

Posted: Sat Jan 06, 2007 5:38 am
by obsidian
func_plats have always been somewhat broken (the odd beep sound associated with it) and were never actually used in any official Q3 maps.

You may want to try creating a door that opens vertically instead. I'm not sure how well bots respond to that, but some people use that instead of func_plats.

Posted: Sat Jan 06, 2007 6:53 am
by Silicone_Milk
Yep. I don't think I've ever used func_plat in my life. Even when just tinkering around with Radiant.
I've always just created a vertically opening door. I dont recall having problems with bots and this method.

Posted: Sat Jan 06, 2007 8:21 am
by a13n
We can always force bots to slip into specific area by using botclip with "surfaceparm slick" though I don't know how they behave after lifting the plat.
Image

Posted: Sat Jan 06, 2007 5:00 pm
by obsidian
I don't think that would work in this case, since the idea is to get them off of the platform once it has reached the top.

Posted: Sun Jan 07, 2007 1:06 am
by a13n
I've just hit on another make-shift measure.
I'll post it once I get home.

Posted: Sun Jan 07, 2007 1:14 am
by corsair
What a13n mentioned should work I think. Having a angluar botclip
(say 45 degrees) above the destination, would make the bot hit the
clip, forcing him to go the way where the botclip provides him with more
height. A slick shader could make the bots movement away from the
elevator a bit swifter. But I dont think you can get it as smooth as
you'd like, it'll seem the bots sort of float away from it.

Posted: Sun Jan 07, 2007 8:25 am
by a13n
@corsair & obsidian
Here is my sample map(including bsp & aas).

The method I mentioned 1st with pic will just work.
But this sample map is more sophiscated than it never should.

screenshot
Bots use the plat to grab the rocket launcher on upper floor.
Image

Posted: Sun Jan 07, 2007 9:47 am
by dnky
As Obsidian said, plats do cause issues. However, here is a thought based on experience. When bots do something stupid there normally is a logical (all be it bot logical) reason why it happens. Check for clipping in the area where the bots wont enter or move, also check for small but clusters that might need combining as these could be preventing bots from 'seeing' the way off the plat. Just coz a plat works in a test map does not mean it will work in a more complex level.

Posted: Sun Jan 07, 2007 10:46 am
by seremtan
plats in MP are gay anyway. use bouncepads - no bot nav problems and more fun