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[ROOT]/includes/functions.php on line 4783: Cannot modify header information - headers already sent by (output started at [ROOT]/includes/functions.php:3897) [phpBB Debug] PHP Warning: in file [ROOT]/includes/functions.php on line 4785: Cannot modify header information - headers already sent by (output started at [ROOT]/includes/functions.php:3897) [phpBB Debug] PHP Warning: in file [ROOT]/includes/functions.php on line 4786: Cannot modify header information - headers already sent by (output started at [ROOT]/includes/functions.php:3897) [phpBB Debug] PHP Warning: in file [ROOT]/includes/functions.php on line 4787: Cannot modify header information - headers already sent by (output started at [ROOT]/includes/functions.php:3897) TribalOutpost.com Forums • View topic - Bots for Xpack and new Classic maps
It Depends on what you want. Basic bots for any of the maps you just described will be a waste of time. For the Dynamix Default bots get stuck inside bases when attacking/repairing sentry turrets and solar panels, shoot mortars at hillside because they do not check if they can see (Line Of Sight , LOS) the target before firing. And these maps have turrets in hard to reach spots.
Also have to consider that many of the new bases do not support the NAV graph (bot navigational graph needed for bots to know where to go) a few examples are from classicmod Broadside (no NAV) SubZero, Starfallen, Scarabrae and others.
From the X2_Map_Pak Blue Moon, Astrograbber (bots will not fly straight up out of water), any map that uses water, lava, or force fields has to make special considerations for bots (test the bots when placing water, lava or force fields before finishing the map. The map would have to be re-editted for the bots to work with these obsticles)
I have tried bots on almost all the maps and MOST OF THEM will not support default bots.
In Broadside, how did you get the bots to go up and down the shootways that are to small for the bots to fit in???
Placing objectives below the terrain (hidden), doesn't that make that objective void?
You are right about placing plugs and obstacles to get bots to stop going in spots he should not go. Try this trick, if you got a spot you want the bots to avoid place a square box there and resize it (if you need to) to block that area. Then save the mission. Then draw the NAV graph, and delete the Square (that you placed) and then draw the LOS Graph and then save the mission again. The bots will not go in that area because they think it is blocked, but they can shoot there because you did the LOS Graph with the Square block gone. Get it
I never placed any plugs in the terrain, I placed them in the walls of the bases were the bots get hung up. I think it's because some bases don't have enough triangles or what ever the object is made of, an bot don't see the wall, so putting a plug were the bots get hung up gives them something to see an the if the plug is embeded in the wall player wont see it.
As for: In Broadside, how did you get the bots to go up and down the shootways that are to small for the bots to fit in???
If it's too small for the bots it's too small for other players.
I just made the patrol the different floors as either heavies or medium. They'll also fix an deploy thing.
This is using the .ter file from the Classic map pack.
The bots get hung up inside the base near the inventory in the corner an also out side under the base near the shaft on either side. Also the bot defending the flag sometimes CAN'T get back up to the flag, the bot gets hung up near the flag tower between the base an flag tower, so I put creates there an the bot gets back up to the flag.
It seems to be working good. I will use this mission on my server "---DESTRUCTION ZONE---" with my advanced bots (if you don't mind).
NOTE:
1) Rotate your deploy equipment objective markers so the "Y" is in the wall or ground where you want the thing to go.
2) Resizing Defend Location Markers does not do anything different to the way bots defend a location (sorry).
3) When making AttackLocation with Sniper Stuff, raise the marker out of the ground and place it more in the open. Bot has to see the marker from far away for it to work good.
Here is the .mis file with a few little fixes that work much better
Attachments
[The extension mis has been deactivated and can no longer be displayed.]
And one bot still hangs around the bottum of the base, but it doesn't stay there long, may need a few more plug...
Tried placing an object were the bot hangs up then doing the nav graph an the deleting the object but it doesn't work or I'm doing it wrong, gonna try till it works right!!!!
Could somebody please help me out here? I really like the blue moon map, but i wanna play it with bot support. Blue Moon original stinks, but x2 is very good. I was wondering, is their any way that i can get bot support for it?
P.S. I was playing an online game that had bot support for blue moon x2, but i have no idea how to dl it or anything. any help would be greatly appreciated.