But we have a CTF with Bots here:
Now let me look at that BattleForIceNFire map.
Initial report doesn't show major problems - maps it's inside Engine... but - excuse me - those are not paths to Flag. I'm not in charge to talk a lot, I'll allow MapGarbage to say what did it found.
In theory only two reachSpecs could bring some interest for Flags. In practice we do have wild areas without paths and I'm not really loving those PathNodes placed pretty higher over ground. I'm not curious about how do they help in game or not helping, but that's not what a Bot wants.MapGarbage wrote: NumReachSpecs: This map has 1575 ReachSpecs shown as direct paths in Navigation Network.
NumReachSpecs: Also this map has 1238 ReachSpecs as shortcuts aka PrunedPaths in Navigation Network.
NumReachSpecs: These are not visible in Editor but they are used by Pawns.
NumReachSpecs: After calculation we have 2813 ReachSpecs.
MaxNumFound: I found 2843 reachspecs, from 0 to 2842.
WarnDist: 18 reachSpecs have nodes claimed too close.
Specs: No NavigationPoint heads to FlagBase0 as shown in list. If a route passes through, it won't be usable.
Specs: No NavigationPoint heads to FlagBase1 as shown in list. If a route passes through, it won't be usable.
CTFReport: --- Reporting AlternatePaths setup: ---
CTFReport: For Team 0 = 0 pieces.
CTFReport: For Team 1 = 0 pieces.
DefenseChecks: Map has 0 DefensePoint Actors for team 0. Check if this is wrong.
DefenseChecks: Map has 0 DefensePoint Actors for team 1. Check if this is wrong.
And... I think time has come for new stuff... Allow me to write something...