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Hypothetical mapping questions


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Posted

1) How difficult is the procedure of adding bot-routes to maps?

2) Can those be added to a finished map? Obviously, the can, but is it easier to add them while making the map, or once it's finished?

3) How are bot-routes defined? In Bethesda games, it's as simple as drawing the walkable surface so that npc's don't try walking all over tables, and adding checkpoints for patrolling npcs.

4) Is map-making software required for it, or would some text file suffice?

5) What file defines the map type (ffa, duel, etc.)? I downloaded a bunch of maps that show up in several game modes, though they're supposedly made for one (i.e. CTF), and I want to fix it.

 

Thank you

Posted

1) How difficult is the procedure of adding bot-routes to maps?

It's not difficult, it's rather time consuming. Preferably, it should be done on one day but if you must, it can be done in two or three days, depending on how big your map is and what you want the bots to do . . .

 

2) Can those be added to a finished map? Obviously, the can, but is it easier to add them while making the map, or once it's finished?

That depends also. The best way to do this, is by finishing up the map first and then do the botroutes. If your brushwork that makes the corridors, bridges and other layout doesn't change anymore, then you can do the botroutes. If you're planning to do an 11th hour corridor change, then do that first before moving on to the botroutes.

 

3) How are bot-routes defined? In Bethesda games, it's as simple as drawing the walkable surface so that npc's don't try walking all over tables, and adding checkpoints for patrolling npcs.

In Jedi Academy and Jedi Outcast, it goes with console commands that can be bound to a certain key.

 

4) Is map-making software required for it, or would some text file suffice?

No, it's all done in-game.

 

5) What file defines the map type (ffa, duel, etc.)? I downloaded a bunch of maps that show up in several game modes, though they're supposedly made for one (i.e. CTF), and I want to fix it.

Maptypes are defined within the <mapname>.arena file(s) located in the GameData/Base/scripts folder. It's just a plain old textfile that can be opened in Notepad and in there, you can define which gamemode(s) your map supports.
the_raven likes this

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Posted

1) How difficult is the procedure of adding bot-routes to maps?

2) Can those be added to a finished map? Obviously, the can, but is it easier to add them while making the map, or once it's finished?

3) How are bot-routes defined? In Bethesda games, it's as simple as drawing the walkable surface so that npc's don't try walking all over tables, and adding checkpoints for patrolling npcs.

4) Is map-making software required for it, or would some text file suffice?

5) What file defines the map type (ffa, duel, etc.)? I downloaded a bunch of maps that show up in several game modes, though they're supposedly made for one (i.e. CTF), and I want to fix it.

 

Thank you

 

This is from Jedi Outcast but it's the same for Jedi Academy

 

Jedi Knight2 Bot Routes

 

This is not the most user-friendly system ever created by far, but I'll try to explain it in a semi-simple manner. Before you can use any waypoint-related bot commands you will need to enter into bot waypoint edit mode. To do this you'll need to set bot_wp_edit to 1 and restart the map. The bot_wp_edit cvar is cheat protected however, so you'll likely want to add something like this to your command line when starting the game:

 

+devmap mymapname +set bot_wp_edit 1

 

That should take you into edit mode. Once in edit mode a number of bot waypoint management commands and cvars are available. The first two cvars to note are bot_wp_distconnect and bot_wp_visconnect. If distconnect is non-0 (and it is by default), when a route file is saved there will be an automatic check for how close waypoints are to one another. If a waypoint is more than 400 ingame units from the last or next, a node branching system will be used to connect it (inserting points in between as necessary). The visconnect option works in a similar way, except it checks for visibility rather than distance. Both of these options are very convenient if a level is rather simple and allow you to route a level with very little work. However, if a level is more complex and involves numerous lifts and tricky waypoints placement, it's best to disable them because they may fail where unexpected. If either method fails to branch to a waypoint, it will set that waypoint as being a "one way point" (I'll explain what these are later in more detail), which means that the bot will reverse on the trail when it reaches that point and not go forward on it.

 

When routing a level, you essentially want to just make sure there are waypoints (whether placed manually or by the automated connection routines) everywhere you want bots to go. It's also best to make sure there's always a waypoint close to each spawn point, so a bot has a place to resume the trail on when it respawns. The bots aren't perfect, so if you have an area that's very complex and hard to get through, you may wish to have bots avoid it (unless you don't mind them failing at it now and then). If a bot does manage to get stuck on its trail, it will time out after 2 seconds of no visibility to the next trail point. If it somehow can see the point and cannot get to it, the timeout process will take longer, but will still happen eventually.

 

As far as how the bots actually follow the points you place, they will follow them in numerical order back and forth by default. When the route file is saved, all nearby points and linked to one another as well. So if, for example, waypoint 5 is close to waypoint 98 and the bot wants to get a powerup which is near waypoint 105, he will branch from waypoint 5 to waypoint 98 in order to get to his destination quicker.

 

With that in mind, here are the main commands used for waypoint placement:

 

bot_wp_add - Adds a waypoint at your current ingame location. By default it will add a waypoint after the last in numerical order. However, if you specify an argument with the command it will add the waypoint after a specified waypoint number. So, if you use "bot_wp_add 3", it will insert a waypoint between waypoint 3 and waypoint 4 as waypoint 4 (waypoint 4 will then be bumped up to waypoint 5 an so on).

 

bot_wp_rem - Removes a waypoint. By default this will remove the last waypoint place. If you specify an argument you can remove a specific waypoint by number. So bot_wp_rem 5 would remove waypoint number 5. (and if there is a waypoint number 6, it then becomes number 5, and so on)

 

bot_wp_addflagged - Similar to bot_wp_add, but this requires an argument for the special type of waypoint. Valid arguments are:

 

j - The bot will jump while trying to get to this waypoint.

d - The bot will crouch while trying to get to this waypoint.

c - A camping/sniping point, the bot will often stand here if it has camping properties.

x - Same as 'c', except the bot will crouch while camping.

f - Wait for a func brush underneath this point before moving onto it. This is useful for elevators, moving platforms, and other such items so that the bot will wait until the object is under the point before advancing.

x - This creates a one-way forward point. The bot will travel past this point, but when reversing on the trail, once he reaches it he will turn back and go forward again. This is a good last resort if you want the bot to jump off a tall ledge he can't get back up. However, use these points sparingly, as they make the bot much less efficient in getting places.

y - This creates a one-way backward point. Same principle as the above, except the bot will only pass this point when following a trail in reverse order (5, 4, 3, etc).

n - The bot will not perform visibility checks when moving to this point. Should also be used sparingly, as the bot can easily get stuck when moving to these if something prevents it from getting there.

m - Sort of reversed from 'f'. The bot will only move here if there is NOT a func brush underneath this point.

 

You can combine these flags however you wish. So if you wanted to add a point that the bot will jump to and only move to when a func brush is under it, you would use "bot_wp_addflagged jf" as the command. This parameter also accepts an additional argument for inserting within trails like bot_wp_add, so if you wanted to insert said point after point 5 in your existing trail, you would use "bot_wp_addflagged jf 5".

 

bot_wp_switchflags - Switches the flags of an existing waypoint. Uses same flags as bot_wp_addflagged. So if you wanted to turn point 5 into a jump point but let it keep all its other existing properties, you would use "bot_wp_switchflags j 5".

 

bot_wp_killoneways - This will remove all one-way (x and y) flags from all waypoints on the level. Can be handy sometimes when the distconnect and visconnect cvars flag waypoints as being one-way automatically.

 

bot_wp_tele - Teleport to a specific waypoint by index. By default it will teleport to the last placed waypoint, but an additional argument will allow you to specify any number (so use "bot_wp_tele 5" to teleport to waypoint number 5, for example).

 

bot_wp_save - Once you are done placing waypoints, this will write the route file out and do all the calculations necessary at save-time.

 

Those are all the commands you should need. If you want to edit an existing route file, just load the level up in waypoint edit mode (as described above) and all the waypoint data will be visible and modifiable.

 

You probably won't end up needing to use many commands other than bot_wp_add, bot_wp_rem, and bot_wp_save. I suggest binding keys to bot_wp_add and bot_wp_rem in order to save time. So then, good luck.

the_raven likes this

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