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Triggering item_botroam or info_camp?

Posted: Thu May 08, 2008 1:53 pm
by Herr W
Hi everyone!

I'm wondering if there is a way to direct bots in another way than by ordering them to different target_locations?

I'm thinking of some kind of navigating bridge the player stands on with buttons activating and deactivating points (item_botroam or info_camp) his bots shall go to. Unfortunately these entities do not seem to be triggerable...

- Anyone with an idea?! :question:

BTW: For those interested in my "Monkeys of Doom": There is a new ingame-video on http://www.monkeysofdoom.org !

Re: Triggering item_botroam or info_camp?

Posted: Thu May 08, 2008 5:04 pm
by obsidian
I don't think that's possible without some moderate code changes. The bots in Quake 3 use a bit of fuzzy logic to basically run around and pick up items of interest. item_botroam and info_camp are basically "weighted" items that the bot thinks of as a pickup, so he'll wander over to it only if it is relatively close and he thinks it has a high enough value compared to other stuff near him (not to mention whether or not he sees a target he wants to shoot at instead).

That said, you might be able to "trick" the bot to do what you want. Take a look at q3dm7, the bots will actually go up to the top of the stairs and push the glowing button (a weighted item_botroam sits next to the button) which opens the grate/door below. He'll then run through the door since some heavily weighted pickups are inside (health, ammo, red armor). So you might be able to use triggerable button/door combinations to direct the bots to different locations.

Re: Triggering item_botroam or info_camp?

Posted: Thu May 08, 2008 9:00 pm
by ^misantropia^
obsidian wrote:I don't think that's possible without some moderate code changes.
Correct. Though tactically applying item_botroams and bot_donotenter will get you a (moderately) long way.

Re: Triggering item_botroam or info_camp?

Posted: Thu May 08, 2008 9:26 pm
by ix-ir
Has anyone ever done a bot command mod? I've always pictured a bot TDM game where you control 4 bots in 4 way splitscreen coach view.

Re: Triggering item_botroam or info_camp?

Posted: Fri May 09, 2008 9:12 am
by Herr W
Thanks for the quick replies!
That said, you might be able to "trick" the bot to do what you want. Take a look at q3dm7, the bots will actually go up to the top of the stairs and push the glowing button (a weighted item_botroam sits next to the button) which opens the grate/door below. He'll then run through the door since some heavily weighted pickups are inside (health, ammo, red armor). So you might be able to use triggerable button/door combinations to direct the bots to different locations.
Hm... Seems trickier than I hoped it would be :cry:

What I was thinking of is some kind of maze the player looks on from above and has to direct his bot through. - More like a casual game than a FPS.

Navigating the bot by remote controlled doors seems a good idea, although it would require an awful lot of buttons (1 for every direction on each crossing). Maybe the player could shoot them open with the railgun ("health"-key)... But - hm - that won't be very "casual" anymore... ;)