bot_generator not spawning bots

Jeremy

L11: Posh Member
Oct 24, 2010
829
299
Did you check the flags?

I've never used bot_generator so I don't know for certain why it might not be working. What I do know is I tend to forget to look at the flags, and for all we know you might have forgotten to uncheck a "start disabled" flag or something.


We would appreciate if you elaborated a little on the problem. What have you done so far?
 

zekerman99

L1: Registered
Dec 8, 2011
5
0
Did you check the flags?

I've never used bot_generator so I don't know for certain why it might not be working. What I do know is I tend to forget to look at the flags, and for all we know you might have forgotten to uncheck a "start disabled" flag or something.


We would appreciate if you elaborated a little on the problem. What have you done so far?

i put it down choose the team and class
the flags say newly spawned bots ignore [insert class here]
 

Crash_Override

L1: Registered
Nov 30, 2011
11
1
Well since you have not given me much to work with I will tell you the basics.

1. You need an logic_auto entity anywhere in the map that has outputs to the bot generators so they are enabled when the map spawns. (They do not have an auto enabler or flags that do this.)

2. You need 1 bot_ generator for each team and each must also have its own bot_roster entity.

3. The presets in the bot_generator are explained pretty well so just read their descriptions.

4. You need a bot_action_point entity to tell the bots where to go or they will just stay in spawn.

Finally after you have all that, you need to spawn the map, go into the console (I am assuming its enabled), and type the following:

sv_cheats 1
nav_generate (May take a while depending on size and complexity of map.)
The map will reload. (Do not type this.)
sv_cheats 0

That should be it, when the map spawns the bots should take off running for your action point. If the bots see the enemy on the way to that point they will fight and will keep trying to get to the point. I usually set the control point as the capture zone on maps such as KOTH.
 

zekerman99

L1: Registered
Dec 8, 2011
5
0
Well since you have not given me much to work with I will tell you the basics.

1. You need an logic_auto entity anywhere in the map that has outputs to the bot generators so they are enabled when the map spawns. (They do not have an auto enabler or flags that do this.)

2. You need 1 bot_ generator for each team and each must also have its own bot_roster entity.

3. The presets in the bot_generator are explained pretty well so just read their descriptions.

4. You need a bot_action_point entity to tell the bots where to go or they will just stay in spawn.

Finally after you have all that, you need to spawn the map, go into the console (I am assuming its enabled), and type the following:

sv_cheats 1
nav_generate (May take a while depending on size and complexity of map.)
The map will reload. (Do not type this.)
sv_cheats 0

That should be it, when the map spawns the bots should take off running for your action point. If the bots see the enemy on the way to that point they will fight and will keep trying to get to the point. I usually set the control point as the capture zone on maps such as KOTH.

i did everything you said but they haven't spawned
 

JrTheDragon01

L1: Registered
Jan 13, 2012
20
1
I found myself wondering why my bot_generate wasn't working and i fixed it just by putting an output on logic_auto to the generator saying OnMapSpawn Enable.
 
Oct 6, 2008
1,948
446
haven't used the bot generate but did do it this way after I built the mesh:

max_players 32 (maximum allowed amount)
loaded map
sv_cheats 1
tf_bot_add 32 (or how many you want to add up to the 32 player max)
or
tf_bot_quota 32
either of the two will load the bots into the game
sv_cheats 1

bots play like normal (may be a couple of bugs)

Hey Crash can I get you to look at this post (http://forums.tf2maps.net/showthread.php?t=18523)- maybe put the answer in here as the coding from this might help me with that.

Can I used the bot_action_point on the payload and have it tied to the payload so that it follows the payload around the map? This might solve the issue of the blue bots running to the key point.
 
Last edited:

Dragonic

L1: Registered
Dec 30, 2011
34
3
haven't used the bot generate but did do it this way after I built the mesh:

max_players 32 (maximum allowed amount)
loaded map
sv_cheats 1
tf_bot_add 32 (or how many you want to add up to the 32 player max)
or
tf_bot_quota 32
either of the two will load the bots into the game
sv_cheats 1

bots play like normal (may be a couple of bugs)
Does this require using placing bot_generator or anything else special in the map?
 

moxie2020

L1: Registered
May 18, 2012
24
0
Well since you have not given me much to work with I will tell you the basics.

1. You need an logic_auto entity anywhere in the map that has outputs to the bot generators so they are enabled when the map spawns. (They do not have an auto enabler or flags that do this.)

2. You need 1 bot_ generator for each team and each must also have its own bot_roster entity.

3. The presets in the bot_generator are explained pretty well so just read their descriptions.

4. You need a bot_action_point entity to tell the bots where to go or they will just stay in spawn.

Finally after you have all that, you need to spawn the map, go into the console (I am assuming its enabled), and type the following:

sv_cheats 1
nav_generate (May take a while depending on size and complexity of map.)
The map will reload. (Do not type this.)
sv_cheats 0

That should be it, when the map spawns the bots should take off running for your action point. If the bots see the enemy on the way to that point they will fight and will keep trying to get to the point. I usually set the control point as the capture zone on maps such as KOTH.

I am trying to get my bots to change classes on death but they never do.
I have a bot_roster and it is set to allow all classes and so are the bot generators but I am getting scouts every time. Any ideas?