Bump, hard task to post next find because I'm laughing a lot about next theme...
I found an old version of map series LongCorridor called MH-LongCorridor_a.unr
which somehow has a Bot Support but is not that... nice, I mean paths do seems OK but Start Spot has ugly borks specific to overloaded spots, mindlessly generated by Editor.
Very harder my MBot_G can pass over that spot and... dying quickly killed by Behemoths which are completed by other 10000 pieces brought to game by two CreatureFactory actors - pretty much a stupidity for no purpose. I'm not supposed to play a small map for 5 hours...
Using NavAdder and required plugins which I'm about to start writing them, I think I can have a lot of fun by only working here, much before any game-play.
Spam from those factories might go in multiple patch tasks - I must decide which one is more suitable for Unreal Engine 1:
a) Using 100 pieces for each Factory - End of mooing;
b) Using a MonsterLimiter easy to write, keeping Behemoth health to... 60 HP
c) Changing prototype with something imported from elsewhere - some lousy creatures easy to kill and gain proper scoring for score hunters.
Start area containing bad paths:
This is for whoever wants to check what is about in detail. 7 InventorySpot Actors are referencing PreviousPath as Being a stupid PlayerStart. Processing here goes crazy and default Bot is looping. No worries, there are other such borks in the same area, it's a pathetic mess over here.
These are not documented because Epic did these properties hidden from default mapper eye in order to annoy him/her and to check map during game which was the only way for doing tests and TIME consuming. More mappers did not understand why that dumb Bot is looping. It's not about the dumb Bot is about ENGINE else UNREAL EDITOR, yeah guys, this is not Bot's fault for making such a mess. With other words this spot is garbage a la Editor.
Fixing methods by me - others might have different solutions.
a) Getting rid of those InventorySpot Actors and deleting their ReachSpecs using XC Power and making fast natives to work properly;
b) Using a RadiusMove actor managing Bot in range and forcing a spot (teleporter here) making Bot to change direction - slow UScript solution working all time during game.
Detecting these bad loops is exhaustive with old methods, for making a smart general fixing mutator, here are required way too many iterations. The best way is addressing these maps in particular...
Here I think is time for some "texturing" as well toward these poor monsters...