Ok, I'm working on creating a new subclass of AIcontroller and want to be able to spawn only a single bot using that controller. I've figured out that the AIcontroller class is attached to an actor (pawn) but I cant figure out how exactly the bots get spawned into a map and have their aicontroller attached.
Of course I could just make a mutator to go through all pawns and swap the AIcontroller they are using for my new one, or possibly even just modify the first bot I come across, but that way is going to make it very hard for me to know which bot is using my controller? Plus its always better to have a deeper understanding of how these things happen.
So my general question is how does a bot pawn get spawned and get a controller attached to it? Is this in the .uc scripts somewhere or is it done natively by a dll or something?
For example I would like to be able to just spawn a bot named "JimmyTheBot" which uses my modified aicontroller whilst playing the game. Maybe like "addbots 1 jimmythebot" in the console.
Thanks for any help that you can provide.
Of course I could just make a mutator to go through all pawns and swap the AIcontroller they are using for my new one, or possibly even just modify the first bot I come across, but that way is going to make it very hard for me to know which bot is using my controller? Plus its always better to have a deeper understanding of how these things happen.
So my general question is how does a bot pawn get spawned and get a controller attached to it? Is this in the .uc scripts somewhere or is it done natively by a dll or something?
For example I would like to be able to just spawn a bot named "JimmyTheBot" which uses my modified aicontroller whilst playing the game. Maybe like "addbots 1 jimmythebot" in the console.
Thanks for any help that you can provide.
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