[Info] Bots

Fireman

L4: Comfortable Member
Mar 21, 2008
150
59
The poor spies don't seem to know how to do anything other than run forward, gun ablaze. I watched a good five of the saps walk right into a sentry nest before switching to watch something other than the engie.
 

Trotim

aa
Jul 14, 2009
1,195
1,045
But they do deal quite some damage with their revolvers.

Now Scouts... those are the sad misfits.
 

Nutomic

L11: Posh Member
Feb 7, 2009
888
177
They have no ai for scouts and spies coded, so they wont be able to do anything than the general stuff that applies to all classes, which is attack and shoot.
 

Schmoe

L2: Junior Member
May 18, 2008
60
1
Do not, I repeat, do not compile the nav mesh into your bsp. It crashes servers. You can still make a nav mesh to play with the bots, but don't pack it into the bsp.

Thanks. My main concern is that the engineer will receive unlockables that require the mesh, rendering all previous custom maps as broken.

More specifically, if the engineer receives a mobile sentry it would explain why they added all this extra AI code.
 

Martham112

L2: Junior Member
May 6, 2009
85
16
Thanks. My main concern is that the engineer will receive unlockables that require the mesh, rendering all previous custom maps as broken.

More specifically, if the engineer receives a mobile sentry it would explain why they added all this extra AI code.

Well I'm sure they'll fix it in the future. But for now, don't.
 
Feb 14, 2008
1,051
931
More specifically, if the engineer receives a mobile sentry it would explain why they added all this extra AI code.

How ... what ... huh?
 

Trotim

aa
Jul 14, 2009
1,195
1,045
Maximum range for precomputed nav mesh visibility (0 = no limit)

Huh. I still don't see why it has to be used, but yes, I can confirm the bots worked a little bit better with it set before nav generation.

And yes, manually editing the nav obviously helps. Anybody who ever dabbled in the L4D authoring tools should know how it works =P
 

keithgarry

L2: Junior Member
Apr 16, 2009
59
8
Does ANYONE know how to get bots to jump down pits/ cliffs/ etc? I'm trying to bot test my map, but they refuse to take one of my routes because it drops down too far.

More precisely my bots seem to ignore all of my areas, connections, etc. and head straight to the cap point. Sadly there is a wall in the way and they ... what's a good word for pathetic? they lamentably try to jump over it. Why is this happening?
 
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J4CK8

L11: Posh Member
Mar 4, 2009
820
243
Does ANYONE know how to get bots to jump down pits/ cliffs/ etc? I'm trying to bot test my map, but they refuse to take one of my routes because it drops down too far.

More precisely my bots seem to ignore all of my areas, connections, etc. and head straight to the cap point. Sadly there is a wall in the way and they ... what's a good word for pathetic? they lamentably try to jump over it. Why is this happening?

I don't think there is anything you can do about it concerning the bots. It's like on lumberyard, where one team will just spend the entire game running into the cap point door until it opens, while the other team finds its way around and inside.

We will probably just have to wait for an update.
 

Micnax

Back from the dead (again)
aa
Apr 25, 2009
2,109
1,585
Results from Hiddentomb are quite hilarious.

The RED team did what they did and normally defended from around the spawn, which the BLU team were constantly attacking and staying around the Control Point... that is, ABOVE it.

Bots don't seem to have an understanding of the heights capture points are on, especially when the spawns are not on the same height of the capture point is at. They only began to cap it if they had fallen down.
 

re1wind

aa
Aug 12, 2009
644
588
Oh joy! Now tf2 gets l4d nav mesh-editing as well, along with all the agony, pain, and frustration it caused. >_>

I *dare* anyone to attempt to make a nav mesh for hydro, and then manually edit it. :p
 

3choE

L1: Registered
Feb 20, 2010
14
1
As for the built-in bots, I have the same problem as this guy (link), that often the bots stay as spectators, instead of joining a team. Does anyone know how to fix it?

(I read through this thread, and found no discussion/solution about it :p)


Thanks.
 

3choE

L1: Registered
Feb 20, 2010
14
1
Bump. :p

For my issue in the above, I found that instead of doing:

Code:
// adding 10 bots per team for example
tf_bot_add	10	red
tf_bot_add	10	blue


doing the following seems to solve the issue:

Code:
tf_bot_add	2	red
tf_bot_add	2	blue
// just x5 of the above.