They Need To
#51 posted by
ijed on 2016/02/24 13:03:15
Be made by hand, there's no automated system.
#52 posted by
necros on 2016/02/24 13:17:29
Which makes this pack all the more impressive.
It's
#53 posted by
ijed on 2016/02/24 13:42:25
pretty fun once you get into it, and the barrier to entry isn't so high.
The internal menu is pretty straight forward, the only tricky bit being dumping out the data to a legible .way format with -condebug.
A one time pipe dream was applying this to monsters. Not giving them bot strafing and stuff, just allowing them to navigate a level with it, if patrolling for example.
Which would allow them to patrol across lifts etc. anywhere you didn't want them to go, you just don't set up waypoints.
#54 posted by
JneeraZ on 2016/02/24 15:21:35
That's a cool idea. It would also allow monsters to look more intelligent as they chase you down or whatever .. instead of randomly running into walls and feeling their way along like they're blind.
And In Theory
#55 posted by
ijed on 2016/02/24 16:40:21
Not 'that' hard to implement either. The biggest task when setting up a node graph system like this is the legwork of creating the nodes and mapping them to your level.
But that's already been done!
Waypoints should be something you can do in the editor
If My Grandma Had A Beard She'd Be My Grandad
#57 posted by
ijed on 2016/02/24 17:07:05
In theory yes, but the waypoint in engine editor is actually pretty nice to use. Running around the map while setting it up also gives you a different viewpoint on where they should be.
Condebug
Always thought it was odd he opted to dump the ways like that and thought using Frikfile to just save them as files would have been alot better. Frikfile has been a engine built-in for a long while, so ought not be hard to do.
However I find the internal editor could use some improvements. For example linking ways, seems like you can spawn a way and not link it? What good is a non linked way to anything? Will the bot see it or only see it when all else fails? Things like that are unclear.
Also would anyone know how to fix that issue with the e1m2 way, makling the bot just hang out near the button near the gl ?
#59 posted by
necros on 2016/02/25 02:16:42
i think frikbot far predates frikfile.
Ways
Well, apparently the version I am using DOES lay waypoints on empty maps as you move around the map that otherwise has none. I may have an older "B" version of the Frikbot here, I wanna say 0.2B ? Maybe the system is different on the older versions?
At any rate, I was able to dump them to a .way and .wa1 type file. They load ok on map load, however the bots dont react to them. At one point they seemed to, when I drew them out of the spawns for combat, but somethings not working - ugh.
Some Progress
So I found this code in bot_ed was commented out.
===============================================
if (cvar("pr_checkextension"))
{
if (checkextension("FRIK_FILE"))
SaveWays();
self.b_menu = 17;
self.b_menu_time = time;
}
=====================================
Uncommenting it seems to have let me save the ways using Frikfile at least.
However the bots still dont navigate on the map like they have the routes configured correctly, they seem to navigate, then stop, and some ways that I thought would be made never did get made.
Was also wondering if this code is maybe rounding the values down , in some cases isolating the waypoints so they cant be linked?
============================================
// 2001-09-10 FrikBot support by FrikaC/Maddes start
t.origin_x = rint(t.origin_x);
t.origin_y = rint(t.origin_y);
t.origin_z = rint(t.origin_z);
// 2001-09-10 FrikBot support by FrikaC/Maddes end
=============================================