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-   -   [TF2]Navigation Meshes on custom map (https://forums.alliedmods.net/showthread.php?t=243314)

Kahl_Drogo 07-02-2014 15:14

[TF2]Navigation Meshes on custom map
 
Hi. I try thoday generate Navigation Meshes for custom map. File is generated but bots nots move so i wana try on nav_edit 1 (from https://developer.valvesoftware.com/...igation_Meshes) but nothing happended. I put in console rcon nav_edit 1 but show autokick is disabled for Kahl . I am no admin and I don't have set mp_autokick in server cfg. How manually run or what I can create my own Navigation Meshes or how I can Viewing the navigation mesh becous nav_edit 1 desn't work for me (odc i set sv_chets 1 ):(

MasterOfTheXP 07-02-2014 15:43

Re: [TF2]Navigation Meshes on custom map
 
You probably have to use nav_edit 1 on a listen server for it to work. Remember to have the generated .nav on your client first.

Also remember that for TF2, the bots need to be added using tf_bot_add, and bots just plain don't work on some gamemodes, like Payload Race.

Powerlord 07-02-2014 16:02

Re: [TF2]Navigation Meshes on custom map
 
TF2 bots don't know how to play all game types. They have no idea how to play Arena, for example.

captaindeterprimary 07-02-2014 16:57

Re: [TF2]Navigation Meshes on custom map
 
Quote:

Originally Posted by Powerlord (Post 2161012)
TF2 bots don't know how to play all game types. They have no idea how to play Arena, for example.

They see an objective and they go for it. I have seen a scout carrying a briefcase trying to push a cart then cap a control point, it can get pretty weird with bots.

Kahl_Drogo 07-03-2014 13:56

Re: [TF2]Navigation Meshes on custom map
 
My custom map doesn't have objective. I thing they are dead match. I need only the bot move forward and killl others :)

MasterOfTheXP 07-03-2014 16:27

Re: [TF2]Navigation Meshes on custom map
 
Yeah...you'll unfortunately have to place some "disabled" objectives, then. I've tried parenting a CTF flag to a player, and that didn't work (although placing it in Arena made some bots move after a while) but placing a neutral, locked control point or two seems to work great (if I recall correctly)

Well, maybe not locked, but cp_orange_castle_forts, with its collection of 8 or so control points, has the bots moving all over the map trying to capture all the points, and taking a long time to win the round for one team.

If you place more than one neutral control point, and use TF2Attributes to set "increase player capture value" to a negative value on all of the players (preventing them from capturing) the bots will probably go to the points. (Although they'll probably stand there...)

WildCard65 07-03-2014 20:22

Re: [TF2]Navigation Meshes on custom map
 
Here's what I know about TF2 Bots:
They fully partial work on MVM maps, meaning red bots don't leave spawn, but teleported out, they will function
CTF is partial, meaning bots will beline for enemy intel, grab it, beline back to cap it.
Koth and CP are fully in.
Arena, no logic, they move, but not logically, just dumbly, once they spot an enemy.
Others...

MasterOfTheXP 07-03-2014 23:26

Re: [TF2]Navigation Meshes on custom map
 
Quote:

Originally Posted by WildCard65 (Post 2161601)
Koth and CP are fully in.

Not really...I don't think bots like defending control points that they own.


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