I have a few spots in a map I've been working on that the bots don't respect
properly.*  Namely doors that close (or open) based on control point
ownership.

TF2 doesn't have func_nav_blocker, which would be the most appropriate
entity for this problem, so I've been looking for other solutions.  One that
worked for one door was to add a brush that I toggled to be solid when the
point was capped.  This got Red to stop trying to path through the
now-closed door (though it may have been due to the fact that the next point
had a better route than through that door, as this solution failed in other
locations).  Then I tried setting the door to "locked" with no luck.  Just
now I tried making the nav mesh only link in one direction (for one door, as
its open at the beginning of the round providing Red with quick access to
the point as well as a point of retreat, as other access points are from
above, and by making the nav only go towards the point I effectively made it
so that Red bots couldn't retreat that way, but it stopped Blu from cramming
up against the door trying to path through it to point B:
http://i44.tinypic.com/op6ath.png unfortunately I had a few Red bots get
stuck on the other side--likely due to a narrow section of one-way nav).

But I have at least one more door where this isn't practical.  Are there any
other solutions?

*Yesyes, bots are in alpha, they don't work right, yadda yadda.  But given
that no big community wants to help test my map (they're all like, "sure,
we'll test it, give us a link!" I link them, then silence) I'm stuck with
about four friends and bots.  My bot issues aren't actually that big of a
deal, as its only a few places that they're jamming up and I'm trying to
work around it.  FYI: snipers don't work at all.  They just stand around in
the spawn room.

Draco18s
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