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[TF2-REQ] auto generate nav


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bouncer
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Join Date: Apr 2009
Old 02-04-2010 , 14:51   Re: [TF2-REQ] auto generate nav
Reply With Quote #31

So any news if this works for INS?
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deadbwoy
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Old 02-04-2010 , 15:41   Re: [TF2-REQ] auto generate nav
Reply With Quote #32

Quote:
Originally Posted by bouncer View Post
So any news if this works for INS?
I doubt it...
Last I heard, bots for INS have been delayed untill at least beta 3 and they're currently on beta 2.5...

I went as far as to analyze a map, but the coding for the bot's combat mode just isnt there yet... All they did was run arround the map... not bad for target practice though... ;)
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bouncer
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Old 02-04-2010 , 15:44   Re: [TF2-REQ] auto generate nav
Reply With Quote #33

Quote:
Originally Posted by deadbwoy View Post
I doubt it...
Last I heard, bots for INS have been delayed untill at least beta 3 and they're currently on beta 2.5...

I went as far as to analyze a map, but the coding for the bot's combat mode just isnt there yet... All they did was run arround the map... not bad for target practice though... ;)
Can you PLEASE tell me how to make INS bots run around the map? Running around is good enough for me so far!

EDIT: Because all our bots only stand in spawn and dont even aim at you or move at all. I at least want them to run around the map.
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deadbwoy
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Old 02-05-2010 , 13:14   Re: [TF2-REQ] auto generate nav
Reply With Quote #34

Quote:
Originally Posted by bouncer View Post
Can you PLEASE tell me how to make INS bots run around the map? Running around is good enough for me so far!

EDIT: Because all our bots only stand in spawn and dont even aim at you or move at all. I at least want them to run around the map.
Ok, I just re-tested this morning and yea, it still works:
You need to create Navigation Meshes for each map you're hosting (.nav files), these are server-side and do not need to be uploaded to the client...
Here's a quick run-down for the client-side autogeneration process:
1 - Create a Server (Choose a map and click start)
2 - Join a team and open your console
3 - type the following commands:
Code:
sv_cheats 1
bot_enabled 1
nav_quicksave 0
bot_add
4 - Now Join Spectators and go back to your console
5 - type this command "nav_generate"
(You might as well stay in console untill this step is complete, it might seem like your pc has become unresponsive or extremely laggy...)
6 - When the generation completes, restart the map using the "changelevel" command in console
7 - type the following commands in console:
Code:
sv_cheats 0
bot_enabled 1
bot_add
bot_add
Now you'll get two bots who will spawn and run arround the map!
No they won't shoot... ...unless you play arround with the bot_mimic command... Join the server and spawn a bot or two on your team (bot_add_t1 for USMC, bot_add_t2 for INS) type bot_mimic 1 and the bots will do exactly what you do, fire weapon, crouch, etc (It can be quite amusing to play arround with! However I dont remember if thats a cheat command or not...)

hmmmm... I wonder if a bot could be assigned to mimic a specific client via console... Dummy Mod! hehe

Anyways... If you know anything about fine tuning a .nav file, you can continue from here and do a full nav_quicksave 0;nav_anaylze (this of course takes almost 10 times as long to analyze... ) when you're done. The above method will likely have bots getting stuck in certain spots without fine tuning the .nav Check my previous post for the link to Valve's wiki page on .nav file editing

Here's one for ins_ramadi:
(this is a standard auto-generation and has not been fine tuned)
Extract .zip to your "...\insurgency\maps" folder...
Attached Files
File Type: zip ins_ramadi.zip (127.8 KB, 217 views)
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bouncer
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Join Date: Apr 2009
Old 02-05-2010 , 15:28   Re: [TF2-REQ] auto generate nav
Reply With Quote #35

Dude you are amazing for providing this description! Thank you... Will test it in a couple of hours later today, as I am busy right now and will definetly let you know!

Add me on steam if you can please: stormbreaker123

Thanks!
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bouncer
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Old 02-05-2010 , 19:21   Re: [TF2-REQ] auto generate nav
Reply With Quote #36

K well at the moment I am generating it while typing this.... I have tested the bots nav file you gave me and it works wonderfully! The bots even understand to jump over the fence! I saw a couple of times couple marine bots stuck walking against fence so they jumped over it.

You said it isnt needed for client to download the nav file, yet when I connect to the server, it downloads it for me? Were you wrong about this or did I maybe do something wrong? Just wondering.

Also is it possible to some how make these bots shoot at enemies?

Thanks once again.

EDIT: I did everything you said for generating the nav file.. I just types over and over "Generating walkable space" (i believe thats what it said off the top of my head), it spammed console with that every 10 seconds or so.. and it wont finish, for a half hour already... is it realy this long? How long is it usually?

I need the maps
ins_sinjar
ins_baghdad
ins_almaden
ins_buhriz

do you by any chance have these already?
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Last edited by bouncer; 02-05-2010 at 19:56.
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deadbwoy
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Location: The Intarweb
Old 02-06-2010 , 04:24   Re: [TF2-REQ] auto generate nav
Reply With Quote #37

Quote:
Originally Posted by bouncer View Post
You said it isnt needed for client to download the nav file, yet when I connect to the server, it downloads it for me? Were you wrong about this or did I maybe do something wrong? Just wondering.
No it's ok, clients still dont need them to play the bots on your server, but they'd need them to play with the bots on their own...

Quote:
Also is it possible to some how make these bots shoot at enemies?
Im thinking it might be possible with sourcemod to make a plugin to do this but it'd probably be pretty complicated and Im pretty noobish at making plugins...

Quote:
EDIT: I did everything you said for generating the nav file.. I just types over and over "Generating walkable space" (i believe thats what it said off the top of my head), it spammed console with that every 10 seconds or so.. and it wont finish, for a half hour already... is it realy this long? How long is it usually?
The time it takes to generate the nav_mesh depends on the size of the map... make sure nav_quicksave is set to 0, otherwise it'll take even longer... but yea, I've seen some custom maps for CS: S take hours. ins_ramadi is kinda small and took about 30 minutes or so.

Quote:
I need the maps
ins_sinjar
ins_baghdad
ins_almaden
ins_buhriz

do you by any chance have these already?
I'll see if I got those layin arround somewhere... ;)
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bouncer
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Join Date: Apr 2009
Old 02-06-2010 , 14:41   Re: [TF2-REQ] auto generate nav
Reply With Quote #38

Thanks, and I'll try to do these again since now I know approximate time.

Also, I have stripper source on my server, which I forgot to mention before, and I added some vechiles here and there... so would it have an affect on this at all? what about if some day I remove stripper source?
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