Its my understanding that ZDoom incorporates the ZCajun Bot v 0.99 or something like that. I'm currently working on a Deathmatch/Botmatch 'megawad' that incorporates 3D floors. Currently, the Bots will get stuck on 3D floors and thanks to an earlier revision of the ZCajun bot will refuse to run across lava or nukage etc. at all, which is kinda necessary in some cases. They also like to make out with the walls. I have one case where there is a 3D Floor over lava and the bots simply will not walk over it at all.
Now, I've had a crack at Unreal Tournament editing (some time ago) and I remember placing apple sprites down to set out a path for the bots to navigate. Does ZDoom have this function? If not, this might be a good idea for GZDoom because relying on the bots to navigate the level on their own is still problematic.
Unreal Tournment Style Bot Path Nodes/Improved Bot A.I.
Moderator: Graf Zahl
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The bots are a no-go area as far as Graf is concerned. He considers them broken beyond the point of usefulness and redeemability. Personally, I still like them even with their wall-humping tendencies, but I know that they won't be worked on.
A better bet might be to look at what you can do with Skulltag and the Skulltag bots.
A better bet might be to look at what you can do with Skulltag and the Skulltag bots.
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