ok guys, I need to know how to do botroutes...
please, someone tell me really easily how to make this:
Make a bot go around in circles in a box im MP.
I can modify from there..
On the top of this page, there's a little button that says "Search". Hint: It's not just decoration!
Yeah, you should be able to find all kinds of bot routing tutorials on the net and links to some in these forums.
ouch--nailed for not searching;)
ok, thanks guys, this tut I found searching helps, I had found a tutorial before that I couldnt understand at all, so, yeah, anyways, thanks alot guys:)
WHA-BAM! (
http://www.map-review.com/index.php?page=tutorial_view&id=1)
Raven's bot routing tutorial gets big plusses for technical detail and accuracy (of course), but thumbs down for readability. I fixed that about a year ago. :-P
As I remember the bot routing was the major problem in Q3. I think it was solved by both the AI code and correct map topology. I'd like to be wrong but in my opinion the bot routing in this game (JA is not Q3!) is completely ineffective for close battles. Quake3 is medium range combat game on all maps. Jedi Academy is more less the same type on FFAs or CTFs but it's a close, very close combat game on all duel/power duel maps. And you have the same AI for both these game types. It just can't work effectively. But; that's all the theory and what about the practice:
I've checked the original maps to "learn from the best" it and it DIDN'T WORK. Then I've checked maps from the last duel contest (these with the bot routing) and it DIDN'T WORK. Then, I've made a simple map with two elevators and it didn't work.....etc, etc.
Check the original duel maps, it's amazing but the bots cannot find themselves on very simple maps! How we can do it right if the Raven itself wasn't able to do it? I'm not surprised that there're no bots on Siege maps. The bots in Q3 were a real challenge for my skills but in JA they are just a challenge for my patience ;)
I think the sample map with EFFICIENT bot routing for Jedi Academy/Outcast would be very helpful.
Bots in JA = totally and utterly crap.
Why? Before JO appeared, EF and prior Q3 based games used aas files which were created by a second compiler, these aas files contained information about the map and how bots can get from A-B in every single way possible and they'd choose the best way based on what was going on. The only problem was you had to bot clip your map so the aas compiler could cope with it.
What did Raven do in JO and JA? They switched to bot routes. The advantage? No more bot clipping really needed as the bots simply follow a path. The disadvantage? They're moronic and follow that path almost exactly and if there's a bug in that path....they just repeat and go backwards.
Bot routes are like the < marquee > HTML command, a major step back.