Map assessment and pathing enhancements

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evilgrins
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Re: Map assessment and pathing enhancements

Post by evilgrins »

Okay, latest update... do whatever else you were gonna do to this one.

I'm assuming you still have all the other files that go with this, I'm just sending back the updated .unr file.
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Nelsona
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Re: Map assessment and pathing enhancements

Post by Nelsona »

Okay, explain what else does it needs. Don't forget that geometry was revised, you should try to work on the newer pathed one - without rebuilding paths unless this is very needed.

Edit: Okay I see it, map is normal. Did I missed anything ?
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evilgrins
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Re: Map assessment and pathing enhancements

Post by evilgrins »

Nelsona wrote: Thu Apr 08, 2021 6:39 pm Okay, explain what else does it needs. Don't forget that geometry was revised, you should try to work on the newer pathed one - without rebuilding paths unless this is very needed.

Edit: Okay I see it, map is normal. Did I missed anything ?
It's a new class edited directly into the map of 2 player categories, I'm gonna make a more thorough post to forums when I figure out how best to explain it, because it's been something I've been asking how to do forever and everyone kept telling me it was impossible.

So, for the "Bizarro Superman":
//=============================================================================
// Bizarro.
//=============================================================================
class Bizarro expands TMale2Bot;

function PostBeginPlay(){
PlayerReplicationInfo.PlayerName = "Bizarro Superman";
PlayerReplicationInfo.Team = 1;
}

It's the same for the other one too, minus individual changes for the specific player model.

I don't get coding, but I cut & paste with the best of them.

Like a standard PlayerBot it is set with default skill levels... and really all I wanted to do was even up the odds on the map as the other team has 2 UTDM-monsters.

ZenCoder did this on only 2 of his maps, both CTF, and this is the simpler code. He did a more advanced version for a different map involving the Abbey model.

ZC, I think as I'm still fuzzy on pathing, added pathing to 1 of the maps he did specific to the PlayerBot he setup... but I could be wrong about that. What I do know is the one he setup on that particular map was going places the other bots didn't, or going places differently than the others were.
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Nelsona
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Re: Map assessment and pathing enhancements

Post by Nelsona »

I noticed those things and I did something similar with a default Bot for someone else. But... what exactly does it needs map ? You have paths and patrols. The other Bot (DeathKnight) is a "Bots" type, that one won't follow Flags mission only the "Superman" Bot.
Codes are having logic addressing Team-Games, CTF included. Perhaps Mooore logic when it comes to a DM conversion...

Code: Select all

if (Level.Game.bTeamGame)
	PlayerReplicationInfo.Team = 1;
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evilgrins
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Re: Map assessment and pathing enhancements

Post by evilgrins »

It just bothered me that no matter what was done, the Red Team had 2 extra "players". Wanted to even things up, and this kinda worked.

But yeah, they are atypical... although they don't follow each other as much as you might think.

Another thing, similar to the UTDM-monsters, these bots show up on the menu as "human". The U1 model does on the scoreboard, the ut99 model doesn't but it reads as human when you order it to do things... although the U1 won't listen to orders in-game but the ut99 one does.

Still, mostly about evening up the teams... screenshot is a bad example, I didn't enter the right number before playing.
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Nelsona
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Re: Map assessment and pathing enhancements

Post by Nelsona »

Yeah, do these tests... but it would be great to figure if geometry does damage - that is the difficult part.

As for implementing "players" in map it's not that hard, it just need considerations about what Pawns classes do. "Bot" is not exactly "Bots". Bots are those old classes poorly coded somehow. UT Bot follows orders and is capable to deliver captures. I did not made new classes, I only wrote an actor taking in account a closer Bot and doing setup for name, but... team can be assigned as well, it's not a big problem.
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evilgrins
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Re: Map assessment and pathing enhancements

Post by evilgrins »

Any idea why they get listed as "human" on the scoreboard? It's so much like the UTDM-monsters I was half tempted to ask you to path the U1 bot like you do the UTDM.

I'm doing testing and noting things I want to add, seems weird I never noticed until yesterday the Red Base has armor in it but the Blue Base doesn't, but I'm holding off on any changes until you do, whatever you're gonna do, to this most recent version.

Other than those map embedded bots, the only real changes I added were pickups to the tunnels on either end. Redeemer in one, Invisibility in the other.
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Nelsona
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Re: Map assessment and pathing enhancements

Post by Nelsona »

Only BotPack.Bot is shown as BOT. UnrealI Bots are not recognized as Bot as the CTFGame won't add them in stage - they are not the same thing. But, you might write something nearby those lines... as long as I don't consider them finished that way, and maybe its needed a bit more which escapes me right now.

Code: Select all

class Bizarro expands TMale2Bot;

function PostBeginPlay()
{
	PlayerReplicationInfo.PlayerName = "Bizarro Superman";
	PlayerReplicationInfo.bIsABot = True;
	if ( Level.Game.bTeamGame )
		PlayerReplicationInfo.Team = 1;
}
If this Bots not Bot is altered this way and causing other damage elsewhere perhaps the best way is getting rid of it. UT doesn't use those things after all...
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evilgrins
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Re: Map assessment and pathing enhancements

Post by evilgrins »

This is the more advanced stuff ZenCoder did on another map:
//=============================================================================
// Amazon.
//=============================================================================
class Amazon expands AbbeyBot;
var() int myTeam;

function PostBeginPlay(){

PlayerReplicationInfo.Team = myTeam;
if ( myTeam == 0 ) {
PlayerReplicationInfo.PlayerName = "Sheena";
multiskins[0] = texture'MyLevel.Amaz1T_0';
} else {
PlayerReplicationInfo.PlayerName = "Xena";
multiskins[0] = texture'MyLevel.Amaz1T_1';
}
}

For this map:
https://unrealarchive.org/maps/unreal-t ... ea07d.html

That's for the Abbey model (though it would work with any model properly configured) and it involves setting up more than 1 bot for 2 teams.

Thoughts?
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Nelsona
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Re: Map assessment and pathing enhancements

Post by Nelsona »

And do multiskins work this way ? For me these written lines without an image of said skin means nothing.
These codes should be based on a CUBE map with pawn inside, manually skinned and figuring exactly skins data.
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