Zanna wrote:All of my bots need to have team = none.
You don't wanna find the result of a byte set None in Unreal Engine. A Byte must have always something to be accessed else results in something worst than Accessed None errors, probably 255 is the value for no team - as long as UT has mainly 4 teams. So your desire with None set to a byte is only a bad idea.
Some farts coders have forgot some byte related to monsters and that's why in a few randoms occurrences a MH server can lock itself - later when Bot was coded (based on Monster Code) it was changed a bit - probably they could see problems and have defaulted BotPack with bNoMonsters=True - this might be one of reasons + what they did with Skaarj, BYTE = None. Game it's from 2k years so you'll be facing more troubles than you can think about, no worries.
Else by deleting file User.ini, another one is recreated using Bot's default settings which do includes Team byte anyway hard-coded in Botpack.
Managing Bots is more doable by writing your own stuff for your needs because you know... UT is not that "full-option" as you think. Higor was writing FerBotz. Why ? I wrote some MBot. Why ? Other did different Bot types as well. Why ? BECAUSE the only way to have your needs accomplished 100% is by writing your own things.
XBots it's on purpose to expand default list with Bots and not creating leagues or such. You will use some list or another if are defined, also they might get a name BotX if you set nothing, X being an Integer value. But they are usable as a default Bot enters the game. If still BotX is in game, this might be some bug (common things in UT).