Bot Behavior - Launch Ramps and Dead Ends

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
Post Reply
Silicone_Milk
Posts: 2237
Joined: Sat Mar 12, 2005 10:49 pm

Bot Behavior - Launch Ramps and Dead Ends

Post by Silicone_Milk »

So I was working on a map and created a dead end with a rocket launcher.

You had to drop down to this area and the only way out was a launch ramp over insta-kill fog.

I noticed odd behavior when I made two of these ramps (to go back and forth). I created a target_position and linked both ramps to that single target.

So, when the bots dropped down and picked up the Rocket Launcher they stopped moving and would stare at a wall until somebody started shooting at them.

I created another target_position to give each ramp their own target and the bots would use the ramps.


So to test this out, I created a map that simulated the area in the actual map that was giving me problems:
Image

So, I've concluded that bots dont "see" launch ramps as they normally would if more than one launch ramp is assigned only one target_position between them. To prevent retardation, you should always assign target_position entities to just one launch ramp.
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Re: Bot Behavior - Launch Ramps and Dead Ends

Post by obsidian »

Umm... duh. lol, I could have told you that on IRC had I known that that's what you were doing with the targets. Oh well, live and learn.
a13n
Posts: 1672
Joined: Thu Feb 10, 2005 2:08 am

Re: Bot Behavior - Launch Ramps and Dead Ends

Post by a13n »

If it were to work, bots should also try to pick up a suspended item above empty killing space, which never happens.
Silicone_Milk
Posts: 2237
Joined: Sat Mar 12, 2005 10:49 pm

Re: Bot Behavior - Launch Ramps and Dead Ends

Post by Silicone_Milk »

a13n wrote:If it were to work, bots should also try to pick up a suspended item above empty killing space, which never happens.
um... the target_position entities are still suspended over kill space. I dont see how that makes any difference.
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Re: Bot Behavior - Launch Ramps and Dead Ends

Post by obsidian »

It doesn't. This isn't an issue with bots not being attracted to the jump pads, it has to do with the fact that trigger_push isn't programmed to target a shared, nor more than one, target_position. So as far as the bots are concerned, they run up to this unconventional trigger and think, "WTF am I supposed to do with that?"
Silicone_Milk
Posts: 2237
Joined: Sat Mar 12, 2005 10:49 pm

Re: Bot Behavior - Launch Ramps and Dead Ends

Post by Silicone_Milk »

Yeah thats kinda what I figured. Thanks for the clariification Obsidian.
Post Reply