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[TF2]Navigation Meshes on custom map


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Kahl_Drogo
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Join Date: Apr 2012
Old 07-02-2014 , 15:14   [TF2]Navigation Meshes on custom map
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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 )
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Last edited by Kahl_Drogo; 07-02-2014 at 15:15.
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MasterOfTheXP
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Join Date: Aug 2011
Location: Cloudbank
Old 07-02-2014 , 15:43   Re: [TF2]Navigation Meshes on custom map
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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.
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Powerlord
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Old 07-02-2014 , 16:02   Re: [TF2]Navigation Meshes on custom map
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TF2 bots don't know how to play all game types. They have no idea how to play Arena, for example.
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captaindeterprimary
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Join Date: Sep 2012
Old 07-02-2014 , 16:57   Re: [TF2]Navigation Meshes on custom map
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Quote:
Originally Posted by Powerlord View Post
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.
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Last edited by captaindeterprimary; 07-02-2014 at 16:57.
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Kahl_Drogo
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Join Date: Apr 2012
Old 07-03-2014 , 13:56   Re: [TF2]Navigation Meshes on custom map
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My custom map doesn't have objective. I thing they are dead match. I need only the bot move forward and killl others
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Last edited by Kahl_Drogo; 07-03-2014 at 13:57.
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MasterOfTheXP
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Join Date: Aug 2011
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Old 07-03-2014 , 16:27   Re: [TF2]Navigation Meshes on custom map
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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...)
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Last edited by MasterOfTheXP; 07-03-2014 at 16:30.
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WildCard65
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Join Date: Aug 2013
Location: Canada
Old 07-03-2014 , 20:22   Re: [TF2]Navigation Meshes on custom map
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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...
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MasterOfTheXP
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Old 07-03-2014 , 23:26   Re: [TF2]Navigation Meshes on custom map
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Quote:
Originally Posted by WildCard65 View Post
Koth and CP are fully in.
Not really...I don't think bots like defending control points that they own.
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