Page 80 of 86

Re: Map assessment and pathing enhancements

Posted: Mon May 13, 2024 8:50 am
by evilgrins
So, general map assessment.

Notables:
· Bots don't tend to leave either base or try and take the flag.
· UTDMT in the middle, leave alone. I like him being free range.
· UTDMS in bases could do with some pathing, general patrol of the base...and something to return to if they leave and survive enough to get back.

Re: Map assessment and pathing enhancements

Posted: Sat May 18, 2024 8:39 am
by evilgrins
*poke*⬆*poke*🔼*poke*

Re: Map assessment and pathing enhancements

Posted: Sun May 19, 2024 4:17 am
by Nelsona
I had a bit of time for this but... now I need to configure tasks for Monsters, mainly for Bots it should be done. Let me think if anything else is needed - just for the case when Monster grabs a flag and it might be good to help in capturing flag instead of losing it...

Edit: One of possible stages is here...
CTF-UTDM_WinterBlast_rS1020.7z
(4.05 MiB) Downloaded 265 times
It is used MyLevel for something concerning Monster Navigation because in some battle situations Engine will fail, and monster might quit what has to do. Either way internal glitches from monster are still possible to happen...
However, I'm playing using my personal CTFGame where things are pretty much difficult...

Re: Map assessment and pathing enhancements

Posted: Mon May 20, 2024 5:16 am
by evilgrins
Looks good overall, only has 1 quirk which may or may not be fixable but thought I'd mention.

Any UTDM-monster when locked on a target will fixate on it until either it kills it or something else does. This is okay, nothing bad there, but the UTDMS in this map are locking on a target, often ducking back into their base, and keep shooting at their target even when there's a wall in the way.

Which is weird.

Re: Map assessment and pathing enhancements

Posted: Mon May 20, 2024 4:42 pm
by Nelsona
Yes... this is what they do from settings concerning "AlarmPoints". I was thinking that just running without firing might be useless if enemy is closer in base and Skaarj are just running and firing only from certain spot, not really helping in such a stage. By recommending fire, they will fire without discrimination.

Re: Map assessment and pathing enhancements

Posted: Mon May 20, 2024 6:52 pm
by evilgrins
Nelsona wrote: Mon May 20, 2024 4:42 pmBy recommending fire, they will fire without discrimination.
Unfixable, then?

Re: Map assessment and pathing enhancements

Posted: Thu May 23, 2024 5:49 pm
by Nelsona
They can be fixed if AlarmPoints are used ALWAYS in direct view with enemies - Easy to kill them with SniperRifle whatever weapons - Other logic non-logic ?

Re: Map assessment and pathing enhancements

Posted: Fri May 24, 2024 3:07 am
by evilgrins
Less a priority then, let's move onto something more pertinent.

Defense points could use some work, though not the ones down on the flag level as those seem to be fine.

Top of the tower doesn't seem used at all, which isn't so important. Bots do go up there just never stay.

The middle defense point definitely needs work. Bots on defense do go there, but they never do anything. Wander aimlessly around the room and don't even look out over the playing area as someone on defense should.

Mappers at Vulpine Mission's forum says this map was originally intended for SLV; hard to imagine anyone flying inside the base... so maybe they low prioritized the defense points to avoid any bots shooting them down? I dunno.

Re: Map assessment and pathing enhancements

Posted: Fri May 24, 2024 8:29 pm
by Nelsona
This stage has no DefensePoints, Bots are choosing a defending spot at their own will... They go to certain defense position only if map has such things... and there is the question where are suitable these for preventing a dead defender in advance. In many maps I learned defense positions and it was easy to destroy defender before grabbing flag.

Re: Map assessment and pathing enhancements

Posted: Tue May 28, 2024 3:11 am
by evilgrins
Okay then, I shall consider this map done.