bots and walls

cladiron

L1: Registered
Sep 8, 2008
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Hey guys , i'm new to the community here, but i have been playing with hammer on and off for a while.
i released the map tr_pyro-compression_v1 which has bots.
I have noticed the bots are able to see threw the walls.
i have tried to tie various entities to the wall but they can still track a normal player.

Any ideas or tips ? or if it's even possible to prevent ?


thanks
 

cladiron

L1: Registered
Sep 8, 2008
15
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thanks for the quick reply. i tried that and it does not seem to work.

i am adding the bots with bot_generator

i then found the texture "Block LOS" and created 4 walls around the bot with that texture.

i also created a another 4 walls near by with another bot in it. all walls were glass except for the walls facing the bot. they bot still tracked me. :(

could this be a bug or am i doing something wrong ?
 

cladiron

L1: Registered
Sep 8, 2008
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i had tried with regular brushes at first, then on a 2nd recompile, i tried with them tied to a func_wall.
as for sentrys, i haven't tried ,as all in use in that map are solders and demos
 

Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
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all walls were glass except for the walls facing the bot.

Do you mean the brushes had two textures (glass and blocklos) on them? They need to just be blocklos.
 

cladiron

L1: Registered
Sep 8, 2008
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if you notice in my pic above, the square on the left with green writing in only a Block LOS, and theres also a large wall dividing the room( it's a Block LOS also) no textures added to it, and not attached to any entity func_wall, func_detail, ect..

the 2 smaller squares on the right are mixtures of both.
No matter where i go , all 4 bots track threw it all.
 

cladiron

L1: Registered
Sep 8, 2008
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This is to update this in case anyone wants to keep bots from seeing threw walls.
It seems if you use a window texture in the instructions below it will not work.

First create a brush using a "skyfog" texture. You may want to give this a texture of your choice, but do not use a window texture.
Next create a "Block Bullets" brush (other textures may work, i did not test) Make it a little larger then the "skyfog" brush, and give it what ever texture you like.
 

cladiron

L1: Registered
Sep 8, 2008
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Well what i'm using the bots for there is no need in Nav points. just setting the option to allow them to dodge is fine. it's only 1 or 2 bots in a large room and they attack (either demo or solder) and the client has to reflect the rockets or pipes back at the bots to try and kill them or perhaps to try and jump from 1 of the projectiles. it's a pyro training map.

the rooms are side by side, so if a client in 1 room get close to the wall with the other bot in the other room. The bot in the other room will look towards the closest client, even if it threw a wall.

This seems to have fixed it for me while testing, but i haven't put it in my map yet.
 

cladiron

L1: Registered
Sep 8, 2008
15
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That would be true, but with the bots being able to dodge around, it gives the client different angles and to go fight with.
It would get boring the a rocket firing over and over from the same spot imo.
this way the client has to move around kind'a simulating a fight with a a solder or demo.
Only pipes and rockets are used.

i just wanted to prevent bots from seeing threw the walls.
 

Fruity Snacks

Creator of blackholes & memes. Destroyer of forums
aa
Sep 5, 2010
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Thats fair.

I've been thing about making one of these maps for my own personal use, and was going to use rockets coming from different "ports" that are chosen at random... that way you have to dodge/shoot back random ones...

Yea, just one of the maps on my list of maps to "make" but probably never will (Its up there with the "Make the tron game-grid" arena map....