Navigation for bots - in game issue

Discussion in 'Mapping Questions & Discussion' started by Kill_the_Bug, Dec 27, 2011.

  1. Kill_the_Bug

    Kill_the_Bug L14: Epic Member

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    Hi,

    Doing something new - building my first ever Navigation for bots.

    Everything seems to be working just fine except for the following-no issues in creating the mesh, etc.

    Red bots at start run to play load to defend it and when round starts blue bot come out and get killed but they don't run to the payload to push it :blink:

    They continue to run (if not dead) to another point on the map and congregate there. (point Y)

    Now the place that they are gathering is on my second stage of my map - specifically - if cart is pushed to point x then disable push zone - create key at point Y

    and they way the game play would go from there is - if key picked up and taken to gate then push zone on cart is once again resumed.

    I'm trying to figure out why the bots are running there instead of the payload - any ideas? Is there a bot command that I'm missing to tell blue bots to go to the payload? Red seems to do it just fine.

    I'm also noticing that the bots can build items where I have a nobuild in place - are bots immune from nobuild?

    Hey, could anyone give any pointers on what to avoid when setting up nav for bots - it's my first time doing this sort of thing and does the mesh, etc contribute to entity counts?
     
    Last edited: Dec 27, 2011
  2. Jeremy

    Jeremy L11: Posh Member

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    sv_cheats 1
    nav_generate

    It's fine and all making your own nav mesh but having the source engine do it for you is usually much better, no matter how imperfect it might be.
     
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  3. Fr0Z3nR

    aa Fr0Z3nR Creator of blackholes & memes. Destroyer of forums

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    The only time you want to make it yourself is for Source mapping that uses AI (ie, L4D1/2 and HL modding), and you need to modify it in weird pricky places that the nav_generate doesn't pick up.


    ... it's still really annoying then too.
     
  4. Kill_the_Bug

    Kill_the_Bug L14: Epic Member

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    Hi - just released the B5 version of the map (this one has a nav mesh with it)- can someone look at it a give suggestions why the blue bots are running to the island since there is no nav mesh on it?

    I have the feeling that they are running there because there is a key there to open a gate - but the gate key isn't activated until round two.
     
  5. Kill_the_Bug

    Kill_the_Bug L14: Epic Member

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    Ok, I have been able to determine that the blue bots are running there because it's the key pick up point. If I hide then compile the bots push the cart - prioblem is I need the key to open the gate on the 2nd stage - I have the key disabled unitl triggered but they don't care - the only way to stop them from running there is to not have the key there - any ideas?
     
  6. Tom Hoen

    Tom Hoen L6: Sharp Member

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    I have PLR map and for some odd reason my bots wont leave the spawn. They just stand there and engineers keep walking in circle in spawns. I used :

    sv_cheats 1
    nav_generate

    What am I doing wrong here?
     
  7. Jeremy

    Jeremy L11: Posh Member

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    You may have forgotten to set up func_respawnrooms or the objectives properly.
     
  8. Tom Hoen

    Tom Hoen L6: Sharp Member

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    Seems like this is the problem. My TF2 can't save the .nav file. How do I fix this and allow the game to save?
     
  9. lukeme99

    lukeme99 L1: Registered

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    nav_generate and if you want to edit anything, just edit that .nav file!
     
  10. Kill_the_Bug

    Kill_the_Bug L14: Epic Member

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    ok think I found my problem - under item_teamflag _ set it to game type 4 instead of ctf, invade, etc- bots not ignore the key (which they should) anf they go straight for the cart now

    Yea!! Only took me six hours to figure it out