I poked around at the things today and thought I'd make a thread for what I've found. I wouldn't try making anything with them yet, because I assume they are very open to changing since it is a beta game mode.
The logic/hud supports any number of beepbot groups, from none up to 9 and probably more. I didn't try more because the hud reached the edge of my screen.
You can specify the hud icon to use, but that is only the "bot" picture. The lock and team color are hard coded.
You can also have a different amount of groups for each team, including having them only for one team.
The flag/stealing mechanic is not required, you can have RD without it. I have not tried but I am guessing you could also have this be one-sided.
You can specify how many cores a bot drops on death, as well as the health of the bot.
The cores are item_bonuspack, and can be manually spawned and collected (must set team/skin properly).
Bots require a nav mesh to function (hence why they don't follow the path exactly) and seem to have a hard coded speed, but they do respect path_track branching.
The main logic entity has some other settings I've yet to figure out, which may or may not work, given the beta state.
All in all, I am very pleased with the apparent flexibility of the entities and look forward to making something weird when RD is officially released.
The logic/hud supports any number of beepbot groups, from none up to 9 and probably more. I didn't try more because the hud reached the edge of my screen.
You can specify the hud icon to use, but that is only the "bot" picture. The lock and team color are hard coded.
You can also have a different amount of groups for each team, including having them only for one team.
The flag/stealing mechanic is not required, you can have RD without it. I have not tried but I am guessing you could also have this be one-sided.
You can specify how many cores a bot drops on death, as well as the health of the bot.
The cores are item_bonuspack, and can be manually spawned and collected (must set team/skin properly).
Bots require a nav mesh to function (hence why they don't follow the path exactly) and seem to have a hard coded speed, but they do respect path_track branching.
The main logic entity has some other settings I've yet to figure out, which may or may not work, given the beta state.
All in all, I am very pleased with the apparent flexibility of the entities and look forward to making something weird when RD is officially released.