• Bot Pathing, Nav_mesh Editing, and Some Custom Navs for TFBots
    350 replies, posted
[QUOTE=Noth;29549430]Is it possible to make ctf work as just a team deathmatch game with bots?[/QUOTE] Nope, the bots won't leave the spawn, and there's no way to force them to because the bots are only coded around control points. Unless you were to turn a ctf level into a cp level (which would still be buggy) you won't be able to play with bots on ctf maps (medics work though, if you play in the level with them). [QUOTE=RPG;29554473]Since normal Payload work, does the bots you make work with Payload Race mode ? Or RED team will only defend while BLU push the cart in the race ? Oh and I have a request, if you don't mind : It is if you can make bots work in Arena_Hardhat (The Construction theme map) Here it is : [url]http://construction.tf2maps.net/[/url] Thanks in advance :)[/QUOTE] Payload race won't work either, the bots just stay in the spawn and won't leave. Arena maps apparently also won't work, at least for me. I remember at one time they did, but now they're not moving on any of my nav meshes. I'm still working on pl_crosscut, literally just got back home from a NY trip.
OK, Crosscut is done! [img_thumb]http://cloud.steampowered.com/ugc/578921526602936044/4178DC3F20A2092144F17D08B68B08BC7A1796EF/[/img_thumb] Added a bunch of new routes, fixed bots getting stuck in the water (sometimes they derp around in circles if they fall off the log but they'll eventually come up), made it so the bots can't get to the payload at the start without going outside as a workaround fix to the payload cart becoming unresponsive (this still sometimes happens at other points, it's either the guy who made this map's fault or a weird bug), fixed a lot of places where bots think they can jump to but can't, added some spots for bots to jump up, and some more I might have forgotten. [url]http://www.mediafire.com/?4898qu2sv9o8mh4[/url]
Could you make a Gorge one please? :D
[QUOTE=MrCasual;29562212]Could you make a Gorge one please? :D[/QUOTE] Sure, I'll work on it tomorrow (actually it's already tomorrow, but you know what I mean).
Hmm, since you made a .nav for cp_degrootkeep. Would you mind doing one for [url=http://www.gamebanana.com/maps/154721]koth_degrootkeep[/url]?
Alright, here's cp_gorge, fixed the spawn issue, made a few new paths, fixed bots getting stuck on the first staircase near the first point, etc. Please tell me if there's any problems with it. [img_thumb]http://cloud.steampowered.com/ugc/578922074987957895/A138CDB6E743FFCDAD999E98FB974E7FA225E77D/[/img_thumb] [url]http://www.mediafire.com/?kwqb12n23xxvm6d[/url] [QUOTE=Leonardo;29566082]Hmm, since you made a .nav for cp_degrootkeep. Would you mind doing one for [url=http://www.gamebanana.com/maps/154721]koth_degrootkeep[/url]?[/QUOTE] Sure, I'll work on that next.
You deserve a medal. All your navs so far have worked brilliantly.
Yeah, I can't rate this guy winner enough! Gorge is one of my favorite maps.
Alright, here's koth_degrootkeep_v10 [img_thumb]http://cloud.steampowered.com/ugc/578922074999112632/B2CEBEEC29DFEF5F392F8E62B99DC2CA1C0D7EDD/[/img_thumb] [url]http://www.mediafire.com/?w6vn2w76w590e88[/url] Bots don't do anything fancy, they swarm the point and then clusterfuck to the death. Limitations of the melee logic, or the fact that the bots never try to spawn camp and just stay by the point. Either way, a lot of work wasted on paths bots will never use. :( Also, I dunno if this makes a difference, but the tf_bot_melee_only cvar was recently added. It doesn't seem to make any difference in medieval mode (snipers still keep their distance, medics still follow the closest offensive class, etc.), but at least you can use it on non medieval maps to kill bots easily if you want to farm achievements or something. Oh, I'm working on cp_5gorge now.
valve should really make bots know how to use melee properly. and jump.
I don't know, their jumping and melee skills have improved significantly since the last bot update/
Here's cp_5gorge. Really fun. [url]http://www.mediafire.com/?5wt6buy6d5rszeb[/url]
Here's cp_mountainlab. [img_thumb]http://cloud.steampowered.com/ugc/577796269316737711/0ABF4B6EE2CF26FD1A0B17B6649A900D97BC93F0/[/img_thumb] I'm not going to work on cp_manor_event because it seems to run fine with bots now as it is, and I don't see any problems. Valve included the nav because of the HHH, so bots work fine on it. [url]http://www.mediafire.com/?5ymy78rwm0aaq9g[/url] Quick note: Please, please notify me if you're going to use these nav meshes on any servers. I'm fine with it in most cases, but I don't want to see them just being taken and used without acknowledging the work I put into it. Hey, if anyone can't download these from mediafire, please tell me! I'll mirror them elsewhere.
You're a good man.
Here's cp_badlands (my 2nd favorite map, behind granary). [img_thumb]http://cloud.steampowered.com/ugc/577796269320007806/4DEEC694563E3684FFA51CF0E333FFA8D200BB22/[/img_thumb] [url]http://www.mediafire.com/?eff6f7wfb2y8191[/url] Bots work fine, they have a habit of leaving the spire on the way up to kill people, but they'll cap it eventually (or they'll lose mid). I got them to jump from the spire to the little balcony thingy, but as with all bot jump paths they stop for a bit just before the jump, and are in a prime position to eat a grenade. Dunno what to do next. Any suggestions?
[media]http://i.imgur.com/F1ByR.jpg[/media] Bots occasionally get stuck in the final BLU spawn on Frontier. Instead of using the door, they try to go through the wall. (As you can see, some of them jumped up on the hose. :v:) I've had this happen in BLU's last spawn on Badwater, too. Can you see if you can fix it?
[QUOTE=smug.gif;29682010][media]http://i.imgur.com/F1ByR.jpg[/media] Bots occasionally get stuck in the final BLU spawn on Frontier. Instead of using the door, they try to go through the wall. (As you can see, some of them jumped up on the hose. :v:) I've had this happen in BLU's last spawn on Badwater, too. Can you see if you can fix it?[/QUOTE] Sure, I'll take a look at my Frontier nav and Valve's Badwater nav and try to fix it. Also, I just finished CP_Freight. The waterways I had way too much trouble with, so the bots will never purposely go into the water (if Valve ever adds proper swimming for bots I'll redo it). [url=http://www.mediafire.com/?7r5zyapi7acr6nt]Freight[/url]
I have a map for you, if you want. Koth drop? [url=http://www.facepunch.com/threads/1086465-Droppin-elevators-like-they-re-hot.-It-s-koth_drop!?p=29688224#post29688224]Here's a link to the recently made thread.[/url]
[QUOTE=HyperTails;29690665]I have a map for you, if you want. Koth drop? [url=http://www.facepunch.com/threads/1086465-Droppin-elevators-like-they-re-hot.-It-s-koth_drop!?p=29688224#post29688224]Here's a link to the recently made thread.[/url][/QUOTE] Sure, I'll make a nav for it. I've just gotta fix Frontier and Badwater, and then I'll do it. I have finals this week so progress may be slow but I'll get it done.
Ok, Badwater and Frontier are fixed! [b][url=http://www.mediafire.com/?ez8g1nxnamduu3f]Badwater (Fixed)[/url][/b] [b][url=http://www.mediafire.com/?e9d3qccef3eezqn]Frontier (Updated!)[/url][/b] I'll work on koth_drop next. [editline]10th May 2011[/editline] And here's koth_drop! [b][url=http://www.mediafire.com/?mo526vion491nvp]Koth Drop[/url][/b] [img_thumb]http://steamcommunity.com/id/sleepyal/screenshot/577796269377771579[/img_thumb]
Tada! Coldfront's done! [b][url=http://www.mediafire.com/?dccaz7447xe696y]Coldfront[/url][/b]
I just got CP_Egypt working. As far as I know, this is the only working Egypt nav out there, so that's cool (unless those guys on steamforums updated their navs). [b][url=http://www.mediafire.com/?1cpb95kj7oyp0s4]Egypt[/url][/b] [img_thumb]http://cloud.steampowered.com/ugc/578922800314047908/8C0803BA12665A520CC8B62736C9C373BDCEC1F2/[/img_thumb]
Coldfront AND Egypt? Hella neato, I'll certainly give them a try.
Not so sure if you are able (or even want) to do all of these, but quite honestly these are some of the best maps to ever grace TF2. 5CP: - cp_bazillion_rc2 - cp_gullywash_pro - cp_obscure_final - cp_snakewater_rc3 - cp_follower 3CP (Attack/Defend) - cp_glacier_rc6 - cp_millstone - cp_gravelpit All in all, am extremely sowie if i made too much of a big list fo you, but those are absolutely fantastic maps that everyone should give a chance, specially the 5CP maps since they are played at competitive levels so most of them are really well done, and even work fantastic on Pubs (I love Obscure on public servers :D)
[QUOTE=vaskie;29756159]Not so sure if you are able (or even want) to do all of these, but quite honestly these are some of the best maps to ever grace TF2. 5CP: - cp_bazillion_rc2 - cp_gullywash_pro - cp_obscure_final - cp_snakewater_rc3 - cp_follower 3CP (Attack/Defend) - cp_glacier_rc6 - cp_millstone - cp_gravelpit All in all, am extremely sowie if i made too much of a big list fo you, but those are absolutely fantastic maps that everyone should give a chance, specially the 5CP maps since they are played at competitive levels so most of them are really well done, and even work fantastic on Pubs (I love Obscure on public servers :D)[/QUOTE] Hmm, quite a long list. I'm done with finals on Friday, so after that I'll have plenty of time to work on this. I'll start with Gullywash, then I'll do Gravelpit, Obscure, and from there on I'll just chose whichever fits my fancy for the day. Thanks for the list.
Here's Gullywash. [b][url=http://www.mediafire.com/?ab338r4q947xup9]Gullywash[/url][/b] [img_thumb]http://cloud.steampowered.com/ugc/578922800338504206/A61997ADE740F68786F46CAF3550FE1F8E4FD88E/[/img_thumb] The bots do not know how to rocket jump, double jump or sticky jump so they'll just huddle around the raised point and won't go for the height advantage offered, but the map is still fully functional.
Thanks mate, do hope you get around to doing all of those maps of the list. You gotta be the most awesome dude around here, doing so much work for others to enjoy. Gratz :D
How do you install Nav files?
[QUOTE=Inspecter;29798504]How do you install Nav files?[/QUOTE] Put them in your username/team fortress 2/tf/maps folder
[QUOTE=smug.gif;29798833]Put them in your username/team fortress 2/tf/maps folder[/QUOTE] I can't believe I forgot to put that in the OP. I'll put it there now. Anyways, Gravelpit is done, but Engineer bots aren't 100% compatible. [img_thumb]http://cloud.steampowered.com/ugc/578922800351440068/CF27DFCCFF266AF6DF3CC5DBA364BF64928637AD/[/img_thumb] From what I'm observing, if an Engineer bot has multiple points to defend, he will constantly "move up" his gear, flip flopping between the points he needs to defend, and thus destroying his sentry in the process. Once a point has been capped and the Engineer has to defend the second point, he'll properly place his sentry. However, if that point gets capped, and the third point needs to be defended, the Engineer bots will never move from their spot. If they're out in the open, they'll shoot stuff (but never [or at least very rarely] place a sentry), but if they get killed they'll just run in circles in the spawn. Blue Engineers work fine, however. Otherwise the map works fine. Red still has an ok chance at defending if they can overcome a loss of 1 or 2 worthless Engies, but usually Blue ends up winning. Here's the link: [b][url=http://www.mediafire.com/?k81tt6oi5ba9dq9]Gravelpit[/url][/b]
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