View Full Version : Bot Path + Physics volume Issue
Need help! I'm having trouble with bot paths.. the map is CTF-HallofGiants, which has low gravity.
Here's the basic setup..
http://www.grozmo.com/UT3/giantproblem1.gif
They should jump in the tunnel which carries them to the other side of the map, and shoots them up into the air. They should land on one of the ledges, or even directly on the flag (and ideally shoot enemies while floating in the air.)
I've got physics volumes, and when I go in the tunnel it works perfectly - I smoothly fly along the tunnel and out the end, then I can move freely in the air.
My issues with the bots are :
1. They won't jump in the tunnel (even though it's a major shortcut)
2. If they do jump in, they sometimes aren't effected by the physics volume and they just land on the ground (then kind of get stuck just walking in the tunnel)
3. If they make it out the end, in the air they go lifeless until they land wherever - they don't try to move, or land in a good spot (eg the flag), and don't even try to shoot anything even when getting shot.
Often they just fall right down to the bottom of the map missing all the platforms, which is completely fail.
I'm hoping someone can help by giving me some ideas or just telling me what would work?..
SEBASTIEN-NOVA
02-27-2009, 09:26 AM
Is your map is totally on a big physic volume (for gravity) and your tunnel has another phys volume (to push you up the end of the tunnel) , or it's the same phys volume all arround?
Have you a kind of pathnode at the end of the tunnel (mean, is the tunnel is link on its both sides on the rest of the pathing links?)
first, if pathing is ok, you can try to increase the value of the velocity on your tunnel, so the bot are really pushing on the direction you want...
But it's well knew that use the combinaison :
jumpad + gravity volume = bot get crazy
So maybe it's the same kind of issue on your case...
SynaGl0w
02-27-2009, 10:39 AM
What type of path nodes did you use in the tunnel?
Is your map is totally on a big physic volume (for gravity) and your tunnel has another phys volume (to push you up the end of the tunnel) , or it's the same phys volume all arround?
Have you a kind of pathnode at the end of the tunnel (mean, is the tunnel is link on its both sides on the rest of the pathing links?)
first, if pathing is ok, you can try to increase the value of the velocity on your tunnel, so the bot are really pushing on the direction you want...
But it's well knew that use the combinaison :
jumpad + gravity volume = bot get crazy
So maybe it's the same kind of issue on your case...
There's one big gravity volume over the whole map, and the physics volumes are only in the tunnel.
It's only connected one-way so they don't try and go through the top.
I can't really increase the velocity - it's really fast already, when I jump in myself it works fine (it's totally impossible for me to get to the floor)
I sort of half fixed it by making the sideways tunnel push up a little bit as well, but it's like they are stopping and starting as they fly along..
What type of path nodes did you use in the tunnel?
Well that's what I think I'm doing wrong..
At the moment, I have a normal pathnode just inside the tunnel entry - this has a forced path (one-way) to where I want them to land at the top. (otherwise they don't try to go in there because it's not connected to anything)
Originally, I had nodes all through the tunnel - but the bots go crazy, trying to translocate to those points and falling to the ground and walking back to nodes they flew past!
I feel like I should be using a LiftExit or something, but it needs a liftcentre as well which says it needs to be based on an interpactor..
Bottom line is, I just want them to be "alive" when they are in the air - at least they could shoot at enemies or something.. I can be right next to them and they don't react at all, I don't know what they're thinking! :confused:
SEBASTIEN-NOVA
02-27-2009, 01:55 PM
ok, so is your volumes are mix up, mean inside each other?
can be the trouble here...
Otherwise , did you have tried to put lift exit and center, even if you get some errors, to see if bots have a better behavior?
just suggestion over my head...
Làámßø
02-27-2009, 02:05 PM
I'm not an expert on this but I will throw out a suggestion.
Maybe replace the Physics volume in the tunnels with a ForcedDirection volume?
Not sure if the bots would react any differently??? but may be worth a try.
Good luck!
Odedge
02-27-2009, 10:18 PM
Otherwise , did you have tried to put lift exit and center, even if you get some errors, to see if bots have a better behavior?
just suggestion over my head...
My guess is that the bots are afraid of your tunnel, which is why they don't want to use it. But if they do, it's odd that they aren't always effected by it.
This is taking Sebastien's idea and going even crazier. How about placing an invisible lift on the vertical section. When the player reaches the "elbow", a trigger (since there is a good chance the player won't land on the mover) activates the lift and pushes them up. You then coud associate lift exits with it. You might be able to place a lift enter just inside the tunnel to try and get them to enter it. But you should lower the extracost value to the lift center to 0.
I have found that skilled bots and above will use lift exits that are in harder to reach areas, while experienced and below like to keep things simple. Try testing with godlike bots. If they do it, you know it at least works. :eek:
Setheran
02-28-2009, 12:20 PM
Maybe you can try sticking an invisible jump pad at the point where the tunnel bends, so it's that which propels you upwards. You might have to make some tweaks to the shape of the tunnel to make it work, but at the very least it would allow you to join up the nodes in a way the bots understand.
Another thing to consider would be placing an interp actor (invisible or otherwise) along the length of the tunnel's floor, then unchecking "pawn can base on" or whatever it says in the properties. Then bots and players who somehow manage to land on it will just bounce gently off it so the physics volume can keep them moving.
Some good ideas here, I will have to give them all a try..
Thanks
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