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CSE4MOD Final Bot Navigation Paul Taylor 2009. Last Week JumpSpot Do Bots jump to or from these? Doors Without the door actor With the door actor.

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Presentation on theme: "CSE4MOD Final Bot Navigation Paul Taylor 2009. Last Week JumpSpot Do Bots jump to or from these? Doors Without the door actor With the door actor."— Presentation transcript:

1 CSE4MOD Final Bot Navigation Paul Taylor 2009

2 Last Week JumpSpot Do Bots jump to or from these? Doors Without the door actor With the door actor

3 Advanced Doors Triggered Doors – Using a Trigger Switch Using a Door actor as your mover Set the trigger to match your switch. – Bots should be able to use the switch to get through the door

4 Lifts Three actors we will require: – Mover Same as a door, this is the physical representation of the lift – LiftCenter This is where the bots stand on the lift (roughly) – LiftExit Used to set the exit frame for Bots (roughly)

5 Mover InitialState – StandOpenTimed Mover will wait till player is on the lift Only works on triggered lifts – BumpOpenTimed Mover will wait till player is touching Works on Un-triggered lifts

6 LiftCenter LiftTag – This should be the Tag of the Mover, linking the actors with the physical lift. LiftTrigger – Set only when the lift is triggered, matches the switch used

7 LiftExit LiftTag – This should be the Tag of the Mover, linking the actors with the physical lift. SuggestedkeyFrame – Associated the keyframe with when the bots should exit the lift

8 Ladders Ladders are created with Ladder Volumes – The default setting of bAutoPath creates a nav point at the top and +40 at the bottom – You need to rotate these two so that they point towards the wall, so bots will face that way!

9 Advanced Pathing Sort of...

10 AssaultPaths These guys define paths towards objectives – Can be split between attack and return bReturnOnly bNoReturn Manual Path weighting – Priority sum-of-factor ObjectiveTag – xBlueFlagBase, xRedFlagBase, etc

11 Position and PathTags Position Property – Position0 then Position1, etc, then goal When chaining assaultPaths, you can use the PathTag property to set allowed path(s) A straight one-way chain is created using the position property

12 Defence & Sniping Points These guys are just part of the UnrealScriptedSequence actor You must face the actor in the proper direction – Yes bots will snipe at a wall!

13 Defence & Sniping Points In deathmatch they just specify points for bots to get a good view of players – bSniping this allows the point to be used as a sniper position – bRoamingScript allows the bot to roam around the area after reaching it – bNotInVehicle Bots will ignore the point if they are NOT in a vehicle – WeaponPreference bots need to be told to use the sniper rifle!

14 Vehicle Navigation There are three types – HoverPathNodes - Hover – RoadPathNodes – Road and Hover – FlyingPathNodes - Flying Land Vehicles must be connected to a white path The path must continue ALL-White to the bot’s objective – Alternatively set the GameObjective- >VehiclePathName to the nearest VehiclePathNode

15 References http://blitz.unrealplayground.com/tutorials/bo ts.htm

16 Ultra Optimisation Stat fps Stat all Stat hardware Stat render Stat none

17 Render Modes 1 – 15!! 1 – Wireframe 2 – Zone/Portal 3 – Texture useage white-Red-white 4 – BSP Cuts Mode 5 – Dynamic Light 6 – Textured Mode 7 – Lighting Only 8 – Depth Complexity – Not very good in-game 13 – Top View 14 – Front View 15 – Side View


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