Re: Map assessment and pathing enhancements
Posted: Wed May 19, 2021 4:37 am
It's what I told at Hermskii's forum but coders are busy with other things. These things (Bots) in maps should stay "Dying-WaitingForStart" and not running in map for nothing if game is not started yet. The code is executed all time in BotPack and it's external dictated by game-stage, it's how DeathMatchPlus is adding a bot to the game and giving it normal JUMP capabilities or else it won't have full capacity until respawns and spreading errors concerning a Weapon which doesn't exist. I doubt to see these people learning to follow even amoeba rules in next 100 years, they do the same trash over and over again.
Decreasing intelligence in case that you failed logic from pathing discussions decreases capabilities for using R_Special paths (Warps, Lifts, Teleporters), turning it into a weak thing. Bots are not educated that much for camping - Yes, it reads "BOTS" not "BOT" - this is not a class of Bot from Botpack. It's what certain things initiated by game-type won't be sent at pawn as long as this is added in map from other source than game-type itself.
For making this Pawn to camp from time to time there are needed some restrictive nodes as I described, perhaps desire for JumpBoots. As long as map has paths and inventories that can be found and desired, it doesn't have more reasons to camp. Either way certain needed values are all FALSE as long as it was initialized in map and not VIA game-type.
In other hand, my games are all including Bots and Monsters but not this way. The only games with Pawns in maps which I'm using are MonsterHunt and MonsterHuntArena. Skaarj loads weapon, others won't use weapons and all are normal as they are.
Code: Select all
ScriptWarning: MaleOneBotNPC DM-NPC-sXs-wotw3-v2_r21.MaleOneBotNPC1 (Function UnrealShare.Bots.Roaming.PickDestination:0262) Accessed None
ScriptWarning: MaleOneBotNPC DM-NPC-sXs-wotw3-v2_r21.MaleOneBotNPC1 (Function UnrealShare.Bots.Roaming.PickDestination:0262) Accessed None
ScriptWarning: MaleOneBotNPC DM-NPC-sXs-wotw3-v2_r21.MaleOneBotNPC1 (Function UnrealShare.Bots.Roaming.PickDestination:0262) Accessed None
ScriptWarning: MaleOneBotNPC DM-NPC-sXs-wotw3-v2_r21.MaleOneBotNPC1 (Function UnrealShare.Bots.Roaming.PickDestination:0262) Accessed None
ScriptWarning: MaleOneBotNPC DM-NPC-sXs-wotw3-v2_r21.MaleOneBotNPC1 (Function UnrealShare.Bots.Roaming.PickDestination:0262) Accessed None
ScriptWarning: MaleOneBotNPC DM-NPC-sXs-wotw3-v2_r21.MaleOneBotNPC1 (Function UnrealShare.Bots.Roaming.PickDestination:0262) Accessed None
ScriptWarning: MaleOneBotNPC DM-NPC-sXs-wotw3-v2_r21.MaleOneBotNPC1 (State UnrealShare.Bots.Dying:003D) Accessed None
ScriptWarning: MaleOneBotNPC DM-NPC-sXs-wotw3-v2_r21.MaleOneBotNPC1 (State UnrealShare.Bots.Dying:003D) Accessed None
For making this Pawn to camp from time to time there are needed some restrictive nodes as I described, perhaps desire for JumpBoots. As long as map has paths and inventories that can be found and desired, it doesn't have more reasons to camp. Either way certain needed values are all FALSE as long as it was initialized in map and not VIA game-type.
In other hand, my games are all including Bots and Monsters but not this way. The only games with Pawns in maps which I'm using are MonsterHunt and MonsterHuntArena. Skaarj loads weapon, others won't use weapons and all are normal as they are.