bots help

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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Shad0wdane
Posts: 12
Joined: Fri Jun 24, 2005 3:26 am

bots help

Post by Shad0wdane »

alright I'm pretty much done with my map but testing bots and stuff... and its been a WHILE since I did any mapping and I've forgotten all the bot debugging commands and stuff to test and see path finding and junk.

I compiled the AAS with -forcesidesvisable -optimize -bsp2aas

but when I ran the map and loaded some bots they didn't move just stood still at the spawn and wouldn't move until I shot at them.. once I killed them or I was killed they stood in place until engaged them again.

Help plz! thx
Shad0wdane
Posts: 12
Joined: Fri Jun 24, 2005 3:26 am

fixed it!

Post by Shad0wdane »

hmm.. not sure what I did but I fixed it! :P

I need to place some more cluster portals and bot_roam's though as they don't play it well currently.
bork[e]
Posts: 4357
Joined: Tue Mar 23, 2004 8:00 am

Post by bork[e] »

did you compile with the -meta switch during BSP? If not, I can't recall the BSPC switch but iirc either the -forcedivisable or the -optimize is giving your the grief. Try only compiling with a default BSP and BSPC and see what happens...

And you do have weapons/items in the map right?
^misantropia^
Posts: 4022
Joined: Sat Mar 12, 2005 6:24 pm

Post by ^misantropia^ »

Only use -forcesidesvisible when you've compiled the map with -meta.
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Post by obsidian »

In other words, always compile with -meta in BSP and -forcesidesvisible in BSPC.

You should always use the meta switch when compiling with Q3Map2 but it results in brain-dead bots - so we use forcesidesvisible to compensate.
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
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