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 _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlmappers