Terraniux wrote:So you are saying that for a bot, MonsterWayPoint has a higher priority rather than collecting inventory items?
Is there any kind of special properties that I must configure, like tag and event? Or just simply place it and connect it to the pathnetwork?
MonsterWayPoint is a MH goal for A.I. (Bot and child classes) Actually has 0 priority in default Bot habbits. Bot has no reason for mooing with that Keypoint but he listen to directives fired by Controller. Secondary target if all Waypoints have been touched is MonsterEnd.
What we have:
- KeyPoint called MonsterWayPoint, is NOT a NavigationPoint so it cannot be connected in Network (advantage to be modified Post Pathing)
- MonsterEnd is a trigger - in special handling situations Bot runs at a trigger - if wants to open a door linked with that trigger else trigger is other thing not specified in A.I. codes - also MonsterHunt push Pawn here if doesn't have anything else specified.
If none of these is available, Bot attempt default roaming habits in crawling for items - yes, for items. If a room is empty, even if fully pathed Bot won't go there because there is no reason to do that.
Aside a MH map can be tweaked in DM style if mapper have idea how a Bot does roaming for items. By placing items in some order desired native by Bot, it will attempt to get all of them (if map is not an useless giant) so has chances to advance in areas facing threats from any kind. Usually MH uses MonsterWayPoint and MonsterEnd as in examples from Canyon map by Shrimp himself (screwing up here and there). LiandriInvasion (SkaarjVersion) is an example almost Perfect (not sure if not 100% good at Bot chapter) simply has no flaws for MH in default - even if Bot has 1 hp health will go to hunt (bad move for Shrimp - or perhaps not). Else bot with 1 hp is almost retarded - my decision for MBot.
If map is presumed to work in DM style, then different items need to be placed around main combat zones. How do prioritize Bot this collecting race ? Oh... well I never knew but I was able to find that. How ? I made a BotyMan mutator for testing DM stuff currently has Version3. Human can track the same routes as Bot in collecting items except stuff which belongs ONLY to Bot (JumpSpot) human cannot see any route through that point - never ever. Else human can find items and might have a clue how will act Bot in that Level. Aside if admin is mad because Bot is too predictable in Navigation, things can be "improved" with another server-side mutator which I did called DynAI if I'm not mistaking. DynAI is able to get rid of bStatic craps of NavigationPoints default properties and is able to move them in small circles changing rotation speed randomly. Effects, some of them being pushed in a random moment unreachable Bot is forced to change route and will go less predictable in what it does toward items. These are other tech chapter which can be learned later. Of course we don't have restrictions at Mutators, CircleNodes and MobileNodes are already part of stuff that can be mapped but are not a very need for MH. In MH can be added other goodies. First we go for basic Path-Net well connected. For this reason we want to know how to test it and then we talk about "Bot Covered Me" or "Not covered". Default methods:
- Bot racing around (if has a reason for doing this);
- RememberSpot and ShowPath commands known by testers;
- custom stuff a la BotyMan or such.
As you can see, Excuses are bullshit, we can do job correctly as long as we can figure bugs easily, truly easily.