Thanks a lot Purple Elephant1au for editing my post.
I switched to Standard Editor - Extra formatting controls.
this seems to be better than WYSIWYG
Unfortunately i have to put in bb-code manually now.
I've been working on this project for more then 5 years now,
and it's really satisfying to see what i have accomplished.
Especially cause i never learned to program in my childhood.
I've wrote a new engine to make AI run on Multiplayer.
And i'm aiming to make Bots (AI) look more intelligent,
which worked out very well.
@ Zappa
regarding interval
Is set to .interval = 106
But when a dog kills an enemy and the bots need to pick up a health pack,
but the dog stands on top of the healtpack, or close to it,
they wait till the dog moves away from the health pack, so they can pick it up.
To resolve that matter i wrote code to set interval = 0, if the situation cals for it,
so the bots don't wait and run trough the dog to pick up the health pack.
This also solves the problem when bots follow you around the map,
if they encounter a dog in there path, they stand still after the dog till he moves away.
if( vector_length ( level.dog.origin - level.2nd_ranger.origin ) < 150 )
{
level.2nd_ranger.interval = 0
}
else
{
level.2nd_ranger.interval = 106
}
Bots pause a while (interval related) when another bot is in there path and after the pause they run trough that bot,
this doesn't happen when a bot encounters a dog on his path, they wait till the dog moves away.
Anyway, this doesn't solve the problem of when the bots can navigate to something or not.
If i need to write code to resolve that problem,
it would be difficult.
I need to get the bot's movement (position), which will be run,
or type_idle which will be runner, if they'r in need for a health pack.
But even when they aren't in the possibility of moving to that health pack,
they could move (run) when they see an enemy, are in a curious thinkstate,
or run away when they see a grenade, or move when a player istouching (.avoidplayer = 1),
which make them run a short distance because of the instruction "runto level.tonic_pack",
even if they can't run to that health pack.
I've also wrote code so bots do not stand in each other anymore (makes them blind, most of the time invisible for other (enemy) bots & looks odd),
they step away from each other if that occurs.
I would have to write a counter,
which has to be reset every time a thinkstate or other circumstance occurs,
which is not related to running to the health pack,
and should not last too long,
because of other events that may occur.
In a random multiplayer environment, this could lead to weird behavior in terms of bots and timing.
Bottom line, i need a simple variable (like canmoveto (which isn't working)) to do the job,
otherwise i'm stuck.
If MoHAA can get the information of a bot when they can't move to an object, player or vector as found in the qconsole.log.
^~^~^ Path not found in 'Actor::MoveToPatrolCurrentNode' for (entnum 149, radnum -1, targetname 'Ranger force') from (1297.759766 -884.967957 0.125000) to (2771.064697 -405.039368 8.125002) Reason: couldn't find end node
It should be possible, to use that code, to resolve the navigation problem.