Adding support for bots

wrathofmobius

L1: Registered
Jul 14, 2011
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I'm currently making a very simple neutral flag CTF map and was wondering if it would be possible to add bot support for a map. I have tried googling about how to do it, but haven't been successful.
 
Apr 13, 2009
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The command is "nav_generate" actually :p

And I doubt bots can understand neutral ctf logic. They are pretty new to regular ctf already...
 

wrathofmobius

L1: Registered
Jul 14, 2011
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What do you mean by "bot support"

You can go into console and type "generate nav_mesh" and it will allow bots to play on the map.

The just in console tf_bot_add 24 and it should fill up your map with bots. (i think thats the proper command)

Thanks, but it says that "generate" isn't a valid command.
What I meant by "bot support" was that I wanted bots to be able to play on the map. Sorry if I wasn't too clear.
 

wrathofmobius

L1: Registered
Jul 14, 2011
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The command is "nav_generate" actually :p

And I doubt bots can understand neutral ctf logic. They are pretty new to regular ctf already...

nav_generate worked. But yeah, you're right, the bots (well except for the Snipers and Spies) just stayed in the spawn room. Is there anything I can do about this, or do I just have to wait until Valve releases support for neutral CTF?
 
Apr 13, 2009
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do I just have to wait until Valve releases support for neutral CTF?

Yeah, uh, considering there are currently 0 official maps with such a gamemode, I wouldn't expect much on that front, tbh.

You may try to trick the bots into thinking this is regular ctf by placing 2 team flags where you had your neutral flag, and having them disable each other when picked up, and maybe experiment parenting the disabled flag to the carried one too. This isn't going to be easy and there's no guarantee it will produce good results.
Basically, experiment, do without bots, or change your game mode.
 

wrathofmobius

L1: Registered
Jul 14, 2011
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Yeah, that's what I figured. Thanks anyway.
I decided to change it to a KOTH map. I may later on decide to experiment with what you said, but right now I just want to see if I can get bots to work.
 
T

The Asylum

FUN FACT: Once you've generated a nav, you can type nav_edit 1 in console to see the nav mesh. I'll look like a bunch of squares on the ground. You can then type nav_delete to remove whatever square is highlited in your crosshairs. Bots will only run around in the squares, so delete squares where you don't want them to go into. Type nav_save to overwrite your new nav mesh.
 

Sergis

L666: ])oo]v[
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Jul 22, 2009
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FUN FACT: Once you've generated a nav, you can type nav_edit 1 in console to see the nav mesh. I'll look like a bunch of squares on the ground. You can then type nav_delete to remove whatever square is highlited in your crosshairs. Bots will only run around in the squares, so delete squares where you don't want them to go into. Type nav_save to overwrite your new nav mesh.

also useful are nav_split, nav_splice, nav_mark, nav_connect, nav_disconnect, nav_begin_area and nav_end_area. also after editing the mesh you should do nav_quicksave 0 and nav_analyze for bots to understand the navmesh better