I figured it would be difficult. We were trying to do the same thing for the pezbot mod(cod4/5 bots mod), but there wasnt any way to check for the vegetation since, in the new engines, there is no references to it in the coding.
I was thinking of something else that you might be able to look into, meowcat... I dont know how these bots find navigable areas, but if there was here is what I am thinking:
Bots measure the distance between two surfaces that are not a floor or roof, like a pylon next to a wall, if the distance between these two points is valid(a pre-defined number of units) they will drop mines here.
I figure this could work well in corridored areas with hallways and such. Pylons and many other flat-surface objects are typically near the corner of buildings and this is perfect for doorways, so it would seem like the bots knew what they were doing ...if its possible to code it.
I was thinking of something else that you might be able to look into, meowcat... I dont know how these bots find navigable areas, but if there was here is what I am thinking:
Bots measure the distance between two surfaces that are not a floor or roof, like a pylon next to a wall, if the distance between these two points is valid(a pre-defined number of units) they will drop mines here.
I figure this could work well in corridored areas with hallways and such. Pylons and many other flat-surface objects are typically near the corner of buildings and this is perfect for doorways, so it would seem like the bots knew what they were doing ...if its possible to code it.
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