-
Notifications
You must be signed in to change notification settings - Fork 45
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Bots walk on vehicle paths #297
Comments
Would you mind to create a short trace that reproduces this issue fast? That would help me a lot on this topic... |
XP5_003_ConquestLarge0.zip |
Thank you very much! This helps a lot! Seems that I missed some logic on the "spawn at player" things. Should be able to fix this soon with this map! |
Well it's not just the spawn at player. The same thing would be with bots leaving a disabled vehicle. I think we should allow them to walk on vehicle paths, until they find the closest infantry path and switch to it. |
Well in that case we would have the same issue again, that if there is no connection to an infertery-path they will stay on that path forever. I think I found the issue. For now I would suggest to force infantery to always use infertery-paths in these events... |
I pushed it into the dev-branch. If you want you can try it out and check if it works this way for you... |
Will close it for now. If it happens again, just reopen this issue and we can continue on it... |
Scope
General bot behavior
What happened?
Sometimes when bots exit vehicles or just spawn on players, they go for the closest path, which could be a land vehicle path.
The problem with vehicle paths is that sometimes trace creators don't connect them with infantry paths and bots can't reach their objectives, sometimes they just walk back and forth if the path is not looped. Also vehicle paths have speed modes that don't really work for infantry, so you can see bots going prone in the middle of a road.
What was expected?
Let bots walk on vehicle paths. They should ignore speed modes if they are on a vehicle path.
And then we have these options:
I could fix that myself, but I want to hear your opinions and ideas.
How can we reproduce and test it?
Create two paths, one vehicle path and one infantry path. Connect them and spawn a bot.
Version of fun-bots and VU?
fun-bots 2.8.0-dev5
I have checked the following... (if applicable)
The text was updated successfully, but these errors were encountered: