Lift navigation problem
I have a lift that works fine for non-bots.
I have done everything I can find in all of the tutorials. LiftCenter, LiftExits (several of them), appropriate tags, etc... (its really not that complicated)
I build it and everything looks great, there are no warnings, there are no errors, and all of the visual path links that get built look perfect.
But when I run the game and add a bot, they go everywhere but the lift? I used "viewclass pawn" and showdebug, and they never see or choose those paths, and I am clueless.
This thread may shed some light:
The short answer is that it looks like the bots have to be above a certain skill level before they will use the lifts. It would be nice if Epic changed this.
Yep! that was it, freak, I played around with this for probably 4 or 5 hours!!!
I cranked the bot up to Godlike and it used the lifts perfectly!
Is this documented?
Where is the line drawn, what bot skill level do they stop using the lifts at?
Is there a way to set bot skill when debugging, instead of having to run Instant Action?
Some of these questions are half rhetorhical, but I am curious.
In all the tutorials and documents I've seen written about bot pathing, I've never seen it mentioned, which surprises me. The Advanced Botpathing article at leveldesigner.com does mention that lower skill bots won't make tricky jumps or translocations, though.
I don't know for sure where the line is drawn but based on the responses in the earlier threads, it appears to be somewhere between Adept and Godlike. You'll probably just have to experiment (unless this was one of your rhetorical questions ).
In the 3 or 4 sites I've seen that mention console commands, I haven't seen one that deals with AI skill. If it doesn't exist, that would be a nice feature to add.