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Bot jumping fix


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Posted

Everybody knows this issue: You are loading a multiplayer map and just want to have a non-online match. You add a bot and suddenly, the bot jumps and jumps and jumps until...

tumblr_m9oqh37oQX1r3mol5.gif

 

Yes, it's an old issue and yes, not everyone is using bots. But some out there do, and they really don't know how to get rid of that problem. All they want is to have a match with another character

without having to be online. It's an annoying problem, and I hope there is a way to get rid of it. Is it even possible to change the animation from jumping to just walking or something?

Posted

This should help you with that. From what I remember bots basically jump around because they have nowhere to go: having botroutes prevents them from jumping like nevrotic frogs all over the map.

Posted
  On 2/17/2018 at 8:02 PM, Lancelot said:

Everybody knows this issue: You are loading a multiplayer map and just want to have a non-online match. You add a bot and suddenly, the bot jumps and jumps and jumps until...

tumblr_m9oqh37oQX1r3mol5.gif

 

Yes, it's an old issue and yes, not everyone is using bots. But some out there do, and they really don't know how to get rid of that problem. All they want is to have a match with another character

without having to be online. It's an annoying problem, and I hope there is a way to get rid of it. Is it even possible to change the animation from jumping to just walking or something?

 

I have bot-routes made for a lot of the SW themed maps let me know what you need and I'll post them.

TheWhitePhoenix and the_raven like this
Posted

@@Jeff

That's good to hear. Actually, I was inspired by a topic in the KotF 2.1 forum from last year, and some comments on the ModDB page.

Some have pointed out that problem, and I thought "If you can't have proper battles with some bots on a certain map, what's the point?".

 

I would list all the maps included in KotF 2.1 that have missing botroutes, but there are too many to pick every single one out. I could test and list them, but that may take a while.

If you have some of the maps covered, maybe this could be something you could give the KotF 2.1 team?

 

EDIT:

Okay, here is a list of almost every map in KotF 2.1. It would have taken too long to test them, but I hope there are botroutes for at least some of these.

 

 

  Reveal hidden contents

 

Posted
  On 2/18/2018 at 1:26 PM, Lancelot said:

@@Jeff

That's good to hear. Actually, I was inspired by a topic in the KotF 2.1 forum from last year, and some comments on the ModDB page.

Some have pointed out that problem, and I thought "If you can't have proper battles with some bots on a certain map, what's the point?".

 

I would list all the maps included in KotF 2.1 that have missing botroutes, but there are too many to pick every single one out. I could test and list them, but that may take a while.

If you have some of the maps covered, maybe this could be something you could give the KotF 2.1 team?

 

EDIT:

Okay, here is a list of almost every map in KotF 2.1. It would have taken too long to test them, but I hope there are botroutes for at least some of these.

 

 

  Reveal hidden contents

 

 

Holy shit that's a lot of maps, but yes I have done botroutes for a lot on the list. I'll post em soon.

the_raven likes this
  • 2 weeks later...
Posted
  On 2/28/2018 at 5:34 AM, RAILBACK said:

How many files are in there? How did you route? Did you use any 'wait' commands? I've made a ton of routes myself. If your route numbers get too close it can change the direction on you and it wont follow the route you want. Hopefully the map has lots of spawn points.

 

There's a lot of routes in there, and I don't believe any of them have "wait" commands. I don't think they were needed on any of the maps. I basically just make the routes to circle the entire map. I don't often use functions (unless necessary) because it seems simpler works better. I haven't had problems with the route numbers being to close, if the BOT loses visibility to the next number then they will change direction, but that usually happens at doors, if you put the points to close to the door function.

  • 1 month later...
Posted
  On 2/18/2018 at 4:32 AM, Jeff said:

I have bot-routes made for a lot of the SW themed maps let me know what you need and I'll post them.

Speaking of which, could you please fix the Vjun Sentinel map's botroutes? There' a few places where the bots seem to become stuck. One such place is at the 'ground' floor, near the platform. The other is in one of the big elevators - the bot just keeps standing in the corner, riding the lift up and down, doesn't even fight half the time :(

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