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| Wildman rickclark@rickclark.20m.com | "Re(1):Creating bot nodes in DoomBot" , posted Sun 10 Dec 09:04  
You cannot create nodes with version 4.0. You'll have to use version 3.0 since the node building was never implemented in version 4.0. The problem of course is that 3.0 is Legacy based and 4.0 is ZDoom based. So, in order to make a nodes file, the map has to be plain ole' Doom2. Build the nodes using version 3.0 and then add the ZDoom stuff. However, you cannot change the map once the nodes are built.
http://rickclark.20m.com/ ZDoom Tech Page: http://zdoom.notgod.com/zdhtech/ My eMatter: http://www.themestream.com/authors/313022.html
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| | Wildman rickclark@rickclark.20m.com | "Re(3):Creating bot nodes in DoomBot" , posted Wed 13 Dec 20:32  
Sorry, I misunderstood. The key is to put only enough nodes so that the Bots don't get confused. They work by line of sight, it appears, so you don't need nodes except at the areas that that they need to turn. The Bots needs a songle path from point A to point B. If you overlap nodes, they will get confused.
The best way to do this initially is to make sure you can make a complete circuit from flag to flag. Then run the path and adjustr for any obstacles. Once you get the pathing down, place your nodes at the areas that the bot needs to turn.
Once the nodes have been placed, then use the observer mode and follow your bot. Fix any areas that they get stuck. Watch the node counter: make sure the bot vists each node. It is easy for the bot to get stuck in a loop. Make sure you close the nodes path so that the bot can see the first node from the last node.
http://rickclark.20m.com/ ZDoom Tech Page: http://zdoom.notgod.com/zdhtech/ My eMatter: http://www.themestream.com/authors/313022.html
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