Editing problem

talesrune

L1: Registered
Mar 7, 2014
3
0
Hi,


(SOLVED)I have been editing an orange map for snipers only. The problem is I cant seem to make the bots spawn at their respective places (red at red spawn room and blue at blue spawn room). Both red and blue bots clump together in a spot even though I added 16 different locations in each team respawn room. I checked with the tutorial but to no avail. My files are below, please help me check whats wrong with it?:(:(:(:(

(NEW PROBLEM)
My second capture point is the cause of the bots clumping together. Now my problem is, how to make sure that the bots will not clump again when i add in the second capture point?
I set both of the capture points as neutral. the first will be at the middle.

MediafireLink:
.vmf file
https://www.mediafire.com/?69clnrq54uvn657
.bsp file (Try the map too)
https://www.mediafire.com/?bgfjgjj564tj355
 
Last edited:

Freyja

aa
Jul 31, 2009
2,994
5,813
Try moving the spawn points up so they are floating in the air slightly. If they are touching the ground, sometimes they can be considered as block and fail to function correctly.
 

talesrune

L1: Registered
Mar 7, 2014
3
0
Oh thanks! I tried again by removing the second capture point on the top. Now my problem is, how to make sure that the bots will not clump again when i add in the second capture point?

I set both of the capture points as neutral. the first will be at the middle.
 

henke37

aa
Sep 23, 2011
2,075
515
Because he can't bribe anyone to put the map on their server.
 
Apr 14, 2013
663
343
I'll add to my previous post:
try to place the cp in another place. make sure that all the ways towards it are properly clipped (no unclipped stairs/ledges), the bots can't sometimes climb stairs. also, don't use custom gamemodes with bots (Like your standin-styled 2cp maps). bots function only on 5cp push (like granary, badlands) (I think that other numbers will work too, like 3cp), on ctf but only as attackers (since they can't defend flags), on koth, on a/d maps (except if the forward spawn is not built properly for bots (like in gorge, when it is on top of a buildings. bots won't jump high ledges)), and on pl maps. There might be some exceptions (hightower works for engineer bots...), but most of the times the bots will work only for the gamemodes I mentioned.

Now I'll ask a question:
and why do you make a SNIPER ONLY map? it's very imbalanced, boring, not fun and bad. Everyone that are bad as sniper like me will never play it, and even the good snipers will be bored because snipers in tf2 will never cap, their team's job is to cap. In tf2, a usefull sniper should stay in a place far from battle so he won't get hit, and shoot people fighting far from him. The sniper is designed to be a good long-ranged class, but is almost completely useless in close-medium range, like in fighting over a control point. If the whole team is snipers, no one will cap, the map will stalemate, everyone will get bored and will quit. Bots can't quit, so you can use them, both for practice and for playing, but they are dumb, and they are bad in tf2.

Also, orange maps are bad. DON'T MAKE ORANGE MAPS. (unless it is a joke map. but even then it will be bad)
 

Bombcartography

L1: Registered
Aug 28, 2013
25
7
Looking at your vmf, it looks like a custom game mode. And bots can't handle that. There's an excellent tutorial on the steam forums that lists the game modes that support bots.
http://forums.steampowered.com/forums/showthread.php?t=3077562

They especially can't handle things like the second cap which appears can be reached only by scouts, soldiers, and demomen. Bots don't double jump, rocket jump, or sticky jump.

http://wiki.teamfortress.com/wiki/Bots

If you want a situation where the bots are sniping at you and each other like humans, bots won't do that I think. They tend to play the objective.

In short, I think your bots are acting weird because they don't know what to do.