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View Full Version : AI Tutorial for BR and CTF requested


Unicorn
10-18-2002, 02:19 PM
I have been searching UDN, wiki and gone through several regular maps in UT2003 in how to control bots in teamgames. Since it differs quite much to UT AI pathing I'm searching a maze among all the different actors.

If someone knows and have understood how to apply AI intelligence in UT2003 maps please describe how they work in the most simple way you can.

I've been poking with assultpaths but the bots are still confused it seems, running the other way just to get a good weapon etc... I want to force them to run at a specific point and I understand that maybe a scripted sequence is needed but I still don't know how they work. Also how do you make bots defend at defencepoints, how do you make them snipe at specific locations.

Any help on Anything regarding these issues are welcome. But... try to explain as simple as possible, use pictures if needed.:D

Unicorn
10-23-2002, 08:05 AM
Erm... Does ANYONE have a clue how to botpath for the new editor???? Noone? What about all the maps that has been released? Don't they have proper botpathing??

I desperatly need an AI tutorial for UnEd3 to be able to release BR-LionsGap in its full glory.

I beg of you.... Find me a tutorial! I have searched all around the net, but no... Not a singel tutorial on AI for UT2003. There must be someone who understands how to implement it.

Please if anyone finds anything regarding AI for UT2003, post it here. I have checked UDN but they have only outdated information.

Switch
10-24-2002, 12:07 AM
Sorry, Uni. This is one I'm not sure of yet. I know it's just the same as UT as far as pathnodes, playerstarts and the like, but the AI actors I haven't tried yet. Probably they're the replacement for alternatepaths, assaultpaths, etc.

:scratch:

blito3
10-24-2002, 12:08 AM
well the AI i dont have a prob with its all other things in the editor.....damn....wheres the book?
U dont have to worry about Xlocin, I think it works on if the path node its vissable but above or below a certain criteria then it wil xloc to it. U will have to still use the movers paths ( but I think i saw an auto mover thingy in the code that delt with movers)