Meh... I have a prototype - you can consider it WIP because... this junk had and possible is still having issues...
PlayerStart6 was not very usable, several SpecialEvents were not doing anything. Some rock could be triggered multiple times blocking players and... your friends...
and perhaps there are more than one BSP issues here and there - I mapped several paths manually and majority are optimized in 600 ScanRange.
If DevPath is getting crazy over time - because it takes time to play here - I cannot say that all is nice, map is a bit over-sized and I minimized paths at 993 Nodes and 2043 reachSpecs trying to keep Engine stable. You will point me if it's needed a helper actor for any potential seldom case when Bot goes out of coverage and might need recovery support. I prefer to have a simple setup and boosting stuff only if this is a need.
In other hand - if DevPath keeps working, Bot will need good tyres...
- 1st_Stage.PNG (319.29 KiB) Viewed 2493 times
We do have a single WayPoint - for preventing breaking options specific to original MonsterHunt and routes are open to MonsterEnd. Now it will be about escalating some slant. If Bot is managing that, they can follow all route to the end, if not, they will be closer sometimes in cover support. Route is the mostly available to MonsterEnd and not in reverse due to solution applied.
This edit can be changed if it needs anything else - such as discarding route through the cave with Slant and Lava. I did not have patience for a full test - it takes hours.
I did a bit of testing using Original MonsterHunt without XC_Engine. Bots seem to confirm what Editor said, at least a couple of minutes they were interested to crawl around. We do have HuntNodes in front of objectives preventing Bot from racing map without attacking monsters.