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practice map concept
posted in Q/A Help
1
#1
0 Frags +

What's the absolute most satisfying thing to do as a soldier? For me the answer is to hit a good flick airshot on a strafing scout. I had an idea for a practice map a la tr_aim that would be specifically designed to practice hitting airborne scouts but need some help getting started.

Basically picture half of badlands mid bridge. Around the bridge where valley was it's just tall obstacles similar to the hoodoos everywhere. The bot would jump around from the train car to the obstacles randomly. I'm pretty confident I can modify badlands mid in hammer to my liking, my only problem is that I have no clue how to write this sort of AI for TF2 bots, or even in general. Anyone have any pointers? I was hoping there was some way to limit what parts of the map they're allowed to touch and simply make it the tops of the obstacles, this would force them to move back and forth between them and also randomize how much time they spend on each obstacle. Still not sure how I would force them to jump in a random direction but tr_aim's existing bots would seem fine if I could limit where they could land and make them jump often. If I knew how to access the code for the bots in tr_aim I would, but I have no experience and couldn't find much on Google. Anyone know where I can start?

Here's an image because my explanation is lacking. The stuff with red diamonds would be where the bot would jump, the blue 'x' is where the player would stand.

http://i.imgur.com/QEXx3I1.png

What's the absolute most satisfying thing to do as a soldier? For me the answer is to hit a good flick airshot on a strafing scout. I had an idea for a practice map a la tr_aim that would be specifically designed to practice hitting airborne scouts but need some help getting started.

Basically picture half of badlands mid bridge. Around the bridge where valley was it's just tall obstacles similar to the hoodoos everywhere. The bot would jump around from the train car to the obstacles randomly. I'm pretty confident I can modify badlands mid in hammer to my liking, my only problem is that I have no clue how to write this sort of AI for TF2 bots, or even in general. Anyone have any pointers? I was hoping there was some way to limit what parts of the map they're allowed to touch and simply make it the tops of the obstacles, this would force them to move back and forth between them and also randomize how much time they spend on each obstacle. Still not sure how I would force them to jump in a random direction but tr_aim's existing bots would seem fine if I could limit where they could land and make them jump often. If I knew how to access the code for the bots in tr_aim I would, but I have no experience and couldn't find much on Google. Anyone know where I can start?

Here's an image because my explanation is lacking. The stuff with red diamonds would be where the bot would jump, the blue 'x' is where the player would stand.
[img]http://i.imgur.com/QEXx3I1.png[/img]
2
#2
5 Frags +

Now that you bring it up, recently I had an idea for a map that lets you play soap dm against bots (since you need to add -insecure if you want to load sourcemod on a listenserver) but dismissed it because I´m similarly clueless.

Also, if you press tab right after joining walkway, you can see a config_bot chilling on the server which gets kicked after a few seconds so that might have to do something with the scripting magic.

Now that you bring it up, recently I had an idea for a map that lets you play soap dm against bots (since you need to add -insecure if you want to load sourcemod on a listenserver) but dismissed it because I´m similarly clueless.

Also, if you press tab right after joining walkway, you can see a config_bot chilling on the server which gets kicked after a few seconds so that might have to do something with the scripting magic.
3
#3
3 Frags +

Ok han you'll want to look up navmesh editing but I warn you, tf2's bots are useless and glitchy so don't bet on being able to do it -- for example it's literally impossible to fix koth_ultiduo so you can sol 1v1 someone with bot medics because the dumb bot just refuses to jump off the ramp and spends most of its time trying to get back to spawn.

Also my walkway config bot never gets kicked lol he gets sent out with the rest of them - he's always engi no matter what classes I've chosen for the other bots.

Ok han you'll want to look up navmesh editing but I warn you, tf2's bots are useless and glitchy so don't bet on being able to do it -- for example it's literally impossible to fix koth_ultiduo so you can sol 1v1 someone with bot medics because the dumb bot just refuses to jump off the ramp and spends most of its time trying to get back to spawn.

Also my walkway config bot never gets kicked lol he gets sent out with the rest of them - he's always engi no matter what classes I've chosen for the other bots.
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