My map is solid for bots

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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Eraser
Posts: 19177
Joined: Fri Dec 01, 2000 8:00 am

My map is solid for bots

Post by Eraser »

The map I've been working on some time ago (the castle one with the church and everything) is somehow almost completely solid for bots. When I spawn a bot into the map, the bot doesn't actually do anything. Only when I shoot the bot it starts running and attacking.

When I run through the map using bot_testclusters, for most of the map it echoes out "Solid!" in the console. Only a tiny portion actually reports to have bot clusters.
Does anyone know what could be causing this?
AEon
Posts: 1816
Joined: Sun Apr 20, 2003 7:00 am

Re: My map is solid for bots

Post by AEon »

I don't think I ever used that command... or maybe for AEneon. Hmm...

Some obvious questions:
  • Did you actually add weapons and items to the map?
  • Checked that your bot spawn is not actually clipped in some way, locking the bot?
  • If you know the area that is problematic, why not try to slam some botclip over that area, to see if things improve?
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Re: My map is solid for bots

Post by obsidian »

-forcesidesvisible
[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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Eraser
Posts: 19177
Joined: Fri Dec 01, 2000 8:00 am

Re: My map is solid for bots

Post by Eraser »

That is amazing. It fixed my problem. So simple :)
dONKEY
Posts: 566
Joined: Mon Oct 15, 2001 7:00 am

Re: My map is solid for bots

Post by dONKEY »

Lol, I meant answer a few days ago, just been very busy at work.
If you compile with -meta you must compile your aas file with the -forcesidesvisible switch or else all areas are considered solid.
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