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already sent by (output started at [ROOT]/includes/functions.php:3897) TribalOutpost.com Forums • View topic - Struggling to perfection...
This is my first time including bots in map...
I tested them on several machines, and I know there are many flaws within the scripts... Generally overall gameplay not bad if there's like 26 bots playing... But lower than that it's no good at all.
I think it's down to too many objectives. And I have no experience in setting weights as well. Even has problem on placing deployables. (Thoese 2 invs behind wall)
I've try to make them deploy sensors by defining a buyequipmentset in mis file for sensors. I think that works quite well.
The main problem is... How do we make bots destroy the FF solar panels before taking the flag? Actually the weight of flag is already lower than FF. But my solar panels is high above the sky, they probably need energy pack to do so. But they always get annihilated since they use light armour. You will know once in the mission.
And also there's a bug. No matter how many LOS graph I built, they keep stuck in the cental objective base. they try to crash in the bunker wall once inside. I have no idea why this happen. But I guess it's because the team FF since they can be switched by the objective switch. They might be stucked when the machine tells them they are trapped. But once the switch is released they still try to get through walls. I think I would change the force field to all team later... They ocasionally stuck in base invs as well. Area too small? ~_~
Lastly Bots are mainly concentrated on middle battle ground. That was what I originally want them to do, to create a fiercing battle. but now I thinks I want some bots to be able to attack from river. I think they just get to objective like enermy bases in shortest distance... I have no idea how to fix that.
Please have a look on the mission and guide me for the bots.
Thanks very much~
Being not able to play T2 online bots are my friend~~
P.S. I wonder a map like my first map - Highway can include bots as well... As you can see, it's a flying base. Hope the bots won't fall off... Or I should use blocks to surround the area then build graphs... That would be time consuming though ~_~
My first uber map!
Regards,
Annihilator-X- [size=0.7]I shall wait til the day of Ammageddon, I shall wait thy Total Annihilation.[/size]
First I want to commend you on very artistic map, it looks like fun. Please do not take any offense to anything I say here as it will pertain to Bots and that is what I do.
First you have to always remember that Sentry Turrets and Solar Panels are troublesome for the Bots. Do to the fact that Sentry turrets are placed partly embedded into the interior instance. The NAV Graph gets screwed into thinking that the Object is below the terrain Same problem for solar panels even thought the are not embedded (go figure). Try changing the AioAttackObjective for the Solar Panels to AioMortarObject and see if that helps. Probably be more effective too Don't forget to tell them to buy "Mortar MortarAmmo" "HeavyAmmoSet". And the AioRepairObject is screwed for the same. Don't expect them to get fixed.
Your DeployObjectives would be better if placed into a Group. (Open the AiEditor in map Katabatic to see how this is done). That will free up a lot of other bots to do other jobs like go for the Flag. There are a lot of force fields in your map. Sometimes this confuses the Bots and they can't see the NAV graph, the LOS graph only deals with them seeing enemies or locations (not how to move to enemies or locations). Cutting back on the number of FF would free up some CPU's on my slow P4 1.5 512RAM(Don't know what monster you are running but 16 bots lagged all to hell on mine)
The AioDeployObject for the "PulseSensorDeployable" should look like this;
group = "4180";
team = "1";
gameType = "CTF";
isInvalid = "0";
};
I think that you stated to many "RequiredEquipment" demands on the Bot he only needs the "PulseSensorDeployable" to complete that objective. Like only need a "RepairPack" to repair object. Remember no offense to you, the bots will work more effectively that way.
To get randomness in their attack routes you will need muliple bases and muliple spawns. Bots go straight from spawn to inventory, to objective. Unless you want to write new AioObjective Scripts to tell them to attack in a diff way. Note; the bot that goes for the flag tries to aviod enemy turrets. this is automatic I think incorporated into Tribes2.exe and not something you could steal and place into your custom scripts (I tried)
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