Could I have to many maps?
I have 177 objects in baseQ.
======windows only======
Copy this to a texteditor):
{
map "3dcondm1"
longname "Reaping Flesh"
bots "uriel"
fraglimit
type "ffa tourney"
}
You can add or replace maps.
File needs to be named <your name>.arena and to be saved to a folder c:/scripts; zip up folder with directory structure as <yourname>.zip; change extension to .pk3
(This is a condensed version of LVL's script.)
bot_testsolid 1
(Cheats must be enabled)
In the upper left corner either "Empty Area" or "Solid Area" will be displayed.
As important as this is, you should also try if a bot is able to reach every item.
Tell the bot in teamplay to get certain items you want to test.
In one of my maps a bot would follow me up to a platform, where I had placed a regeneration. But it wouldn't go there if I told it to do so.
If bots don't know how to get to a certain item, they just stand still.
'Testing .AAS files
Solid Areas
A solid area in the map is an area that looks empty to the human player, but is solid, like a wall, to a bot player. One of the easiest ways to test the AAS file for solid areas is to load the map in Quake III Arena in teamplay mode (type /set g_gametype 3 on the console before loading the map). Enter a team and add a bot to your team. Use the team order menu (by default bound to the F3 key) to command the bot to follow you. Walk around the map and see if the bot is able to follow you everywhere. If a bot stops at any point, it may have encountered an area of the map that appears to be unblocked to you, but to the bot, it is like it has encountered a solid wall.'
Haccess <~ Lakerbot fanboy
RockN79, I presume you have followed the advice at the back of the manual about configuring your modem to help lower ping rates and lag, eg - turn off flow control, error detection, and software compression. If you haven't already done this I can advise you what to do; following this advice helped improve my multiplayer killing sprees.
If all the european 'high-ping-bastards' start to give interesting scores to maps, wich have a destroyed botplay, you all would be more interested on this problem...
I am very much into this bot stuff, because as Steinecke I am from germany, I am on a 56k and usually ping at around 350.
Believe me, I don't play that much online.
Maybe if I had a LAN at home or a nice private server on a damn fast connection, I wouldn't care about bot play either.
On the other hand, I feel what I posted is true in some parts.
As the engine has limitations that make you build levels in a vis friendly way, which often makes you think much harder about how you make a special corridor, bots have also some limitations that can actually help you. I found that vis friendly solutions for connecting rooms are also more fun. Same holds true for some bot friendly solutions.
Example: On space maps where bots show suicidal tendencies, human players usually also die a lot in the "wrong place".
btw, not entered, I don't have a problem with this map.
And Dave: I know how hard it is to change from Worldcraft to Q3radiant. I did my very first mapping steps in Worldcraft, and Q3radiant is different. Was hitting wrong keys all the time.
Dave,
www.planethalflife...3dconstruction/
This is related to the size-limits the bot compile tool (bspc) uses to determine areas/reachability in maps.
Example: -bots don't step out of the water, if the water-surface is more than 16 units lower than the ground. lower tha water surface only a bit and while it is still possible for a human player to get out, it's damn annoying hard.
(you will find more info on bot limitations in the q3radiant manual)
-Bots tend to be addicted to teleporters; in-and-out-in...etc.
-Bots are completely unable to deal with 'deatfog-' or 'water-teleporters'.
-Items, powerups, weapons placed in a way, bots cannot reach. My reaction is not going for the stuff, too. If possible.
-Strange spots, making bots jump into death like lemmings.
-Lava often irritates them. In most cases they reaction is being 'frozen'.
-Traps or secrets, bots do not understand. (hidden doors, hidden things, etc).
Look at Addiction: bots are unable to reach rocketlauncher. Look at their reaction. By a few inches this map (as wonderful it is -becames useless for botplay. And now, take one single bot, look what happens on this jumppad: the bad adjustment ruins your (beautiful) map for botplay.
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