- Oct 19, 2017
- 119
- 10
Hear me out, hear me out.
I have no friends (or enemies) to test (to suffer in) my terrible (-ly confusing) maps, so I use bots, and strive to make my maps as bot-friendly as possible.
However, I've encountered a wee bit of a snag.
I like moving parts in my maps. I like having whole walkways burst out of the ground or bridges over gaps open and close periodically. But my poor bots often times cannot make heads nor tails of surfaces. For example, they will often slam themselves into a corner next to an open door, or throw themselves off a cliff because the bridge has moved, instead of taking an alternate route which exists certainly.
I have determined that the cause for some of the issues resides in that some brushes that aren't func_detail are intangible. I used nav_edit and found the cursor passed through the func_brush I was using.
So my question today is what nameable, disableable, etc., brushes can bots "see". Some tips on making maps with moving parts more bot-friendly would also be appreciated.
I have no friends (or enemies) to test (to suffer in) my terrible (-ly confusing) maps, so I use bots, and strive to make my maps as bot-friendly as possible.
However, I've encountered a wee bit of a snag.
I like moving parts in my maps. I like having whole walkways burst out of the ground or bridges over gaps open and close periodically. But my poor bots often times cannot make heads nor tails of surfaces. For example, they will often slam themselves into a corner next to an open door, or throw themselves off a cliff because the bridge has moved, instead of taking an alternate route which exists certainly.
I have determined that the cause for some of the issues resides in that some brushes that aren't func_detail are intangible. I used nav_edit and found the cursor passed through the func_brush I was using.
So my question today is what nameable, disableable, etc., brushes can bots "see". Some tips on making maps with moving parts more bot-friendly would also be appreciated.