Red_Fist wrote:That is the problem, the lift exits and the liftcenter forces the bot to unconditionally walk up the ramp. If I don't do that they never hit the next waypoint because there is another blocked path still blocking the next waypoint they don't even want to go up there , because it has a blocked path in front of it.
Doesn't make sense: Path Blocked and... No blocked ??? Then get rid of nodes or do something else. Or... if way is blocked Patrol works ? I saw patrols there. As I can see Path to alarm = None (it doesn't log which monster has problem - it's internal monster log and is simple - this time Epic did not log important things). If path to alarm is missing then I guess neither patrol is not better. That Combo is not for such stunts, such distance is too far, I'm not sure what happens with bot if is killed in that moment. And for sure mayn nodes on those ramps are too far so I don't think patrol will work.
Net-Codes - Fire game using Multi Player Menu unchecking advertise server - using DEDICATED button. Use the same version to join to than personal LAN test server - you will have first image how things goes On-Line. See how reacts Nali at player On-Line - XC_Engine doesn't block SeenPlayer through those mover-glasses. Is different and it might be bad.
SpawnPoints used more than 16 need custom things.
I was talking about PlayerStarts. MH is a Botpack game child using default routines = 16. I experimented less nodes, different paths, better respawntime at ammo and less ammo spots - removing Nodes from Teleporters because is wrong and suddenly DevPath worked properly. YES, it is doable. AT this moment I have saved a Player Crash, I cannot say what was wrong there but something bugged player movement in map originally from your link.
It was On-line in a separate machine using separate resources as it happens usually in servers.
Red_Fist wrote:
So I wanted the bots to ONLY go to the next ramp once the total amount of enemies have been killed and then turn off the blocked path. By using the liftexit and lift center, they walk all the way up to the end of a ramp, hitting the waypoint by forced paths. Once they kill all the pawns, and have hit the waypoint BEFORE the next waypoint, they then proceed again by hitting it via the liftexits,
Here you need a custom rebel node that need to block Bot nearby. BlockPath is messing path completely. A node having a kind of boolean bAllowHuntToward that can be turned ON or OFF with a... Counter.
How goes? If Monsters aren't killed then Bot won't pass that point but they can move if are too far since path is not blocked just debated with a special condition. I can say that will work because I was toying in other piece of crap map where Bot went in water too wick getting drowned. That Node did not blocked path but denied closer Bot until he got health and Scuba placed around to be prepared for a long water way.