pesky bot problems

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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TheDarklord
Posts: 32
Joined: Fri Aug 01, 2008 9:07 am

pesky bot problems

Post by TheDarklord »

k I made thees 2 elevators in my map one goes up the other goes down I had a problem with them gathering around the down at the bottom of the elevator one it was in a kind of hall way and thay would just sit thair lol, until I read a few articals on thees forums now I have a new problem I cant get them to use the down platform ;( is thair somthing I could do to draw them onto the platform or is the donotenter going to stop them from even exiting the hall way if thay do go down?
AlsoI have a train is thair any way to get them to use it and my jump platforms?
wattro
Posts: 375
Joined: Mon Feb 20, 2006 1:12 am

Re: pesky bot problems

Post by wattro »

donotenter is a suggestion... they will enter if forced or if reasonable. balancing bots in such situations to get desired behavior can be extremely difficult
^misantropia^
Posts: 4022
Joined: Sat Mar 12, 2005 6:24 pm

Re: pesky bot problems

Post by ^misantropia^ »

item_botroam with a heavy weight sometimes helps, though I wonder how well it will work on a moving platform.
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seremtan
Posts: 36017
Joined: Wed Nov 19, 2003 8:00 am

Re: pesky bot problems

Post by seremtan »

func_plats were never properly implemented in Q3 (hence the annoying default moving sound) due to terminal bot problems. you're better off avoiding them, and using bouncepads instead
TheDarklord
Posts: 32
Joined: Fri Aug 01, 2008 9:07 am

Re: pesky bot problems

Post by TheDarklord »

Ok I get this error now (Fatal: empty ass link heap) any ideas what this is?
Kaz
Posts: 1077
Joined: Wed Mar 08, 2006 3:43 am

Re: pesky bot problems

Post by Kaz »

thair might b a problm with the ass file lol
TheDarklord
Posts: 32
Joined: Fri Aug 01, 2008 9:07 am

Re: pesky bot problems

Post by TheDarklord »

Also was woundering does botroam have to be linked to somthing casue I created 2 and gave them both a wieght of 800 just trying to figure out how the botroam works to no sucess
fKd
Posts: 2478
Joined: Sat Jun 03, 2006 2:54 am
Location: Wellington
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Re: pesky bot problems

Post by fKd »

once again a simple google search

"Fatal: empty .aas link Heap

You have a very complex structure in your map and it's causing problems for the bots. (QER)"

are you converting your complex brushes to detail brushes?
hope that helps...
TheDarklord
Posts: 32
Joined: Fri Aug 01, 2008 9:07 am

Re: pesky bot problems

Post by TheDarklord »

I should do that first but I just figure the game is soo old no one would still have info on it I did find the site but it gives no fix to this so Ill jsut try and rebuild the map and see if I can keep it to a point ;(
thank you fkd
fKd
Posts: 2478
Joined: Sat Jun 03, 2006 2:54 am
Location: Wellington
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Re: pesky bot problems

Post by fKd »

but are you converting brushes to detail brushes?
ctrl + m to convert structural to detail .

(on a side note) it helps to press ctrl + d which hides em in the editor and go around and eliminate those suckers till ya map looks simple as. (i just found this out the other day and it saved me a lot of time wondering what i had or had not converted)

hope this helps ya save it
TheDarklord
Posts: 32
Joined: Fri Aug 01, 2008 9:07 am

Re: pesky bot problems

Post by TheDarklord »

hmm Ill have to try that and no I didnt know it either this is my very first map and everything ive learned to do has been by myself or with help of thees great forums
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