New AoP map

Think you have found a good map to go on the server, post a link to it here.
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liquid
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Re: New AoP map

Post by liquid »

skeletor wrote:Just come across this, some good stuff on here.

https://developer.valvesoftware.com/wik ... l_Creation

As for your bot problem: https://developer.valvesoftware.com/wik ... ion_Meshes :D
Sweet! :D
skeletor
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Re: New AoP map

Post by skeletor »

That bot mesh stuff is a pain.

I have the T's who don't really know how to leave their spawn (but occasionally one will manage to go up a ladder and a few will go through the crawlspace) and the CTs don't leave their spawn either despite the stairs, but if you shoot out the windows for them they all come running out the windows, then run down the ramps jump on the train and get stuck.

Think I might change the map name to aop_train_nobots :lol:
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liquid
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Re: New AoP map

Post by liquid »

I've been stuggling with my map as well. The problem is that my stairs don't line up with the mesh.
Do you have this problem to? If not, the link you posted has quite good explanation about how to make bots climb or crawl.

Or just rename your map :lol:
skeletor
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Re: New AoP map

Post by skeletor »

I had a go last night at sorting out the mesh. I have been re-reading the guide on the Valve website and realised I didn't run nav_analyze after I had finished. Hopefully once that is run, it will work.

I just hope that when I get the T's out the base they act alright. Also need to get the CT's to shoot the glass, they don't do it themselves unless they see the enemy at the other end of the map. They do it in office, so just need to find out why they don't on my map, I'm guessing it might be the strength I have given the glass.

I have used func_breakable with a strength of 50 I think. I should perhaps be using func_breakable_surf? Once the CT's are out and about, I just need to get them to stop running in to the train.

The other problem is, with no objective the bots like to camp down whereas if there is a bomb or something they will at least try to rescue hostages or plant/defuse the bomb.

* sorry for the long post, I just can't be arsed to do any work today.
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liquid
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Re: New AoP map

Post by liquid »

nav_analyze should make a difference. Don't know about the glass, maybe you can change their behaviour when using func_breakable_surf.

About the train: maybe it's an idea to use nav_avoid to tell bots to avoid the area unless the normal route has become too dangerous. (is a quote from the Valve website, I didn't know bots have fear)

I don't think it makes a difference when there are hostages to rescue or a bomb to plant/defuse, because all I hear them normally saying on the radio is: "I'm gonna camp" :lol:
Last edited by liquid on Wed 9 May 2012 10:28 am, edited 1 time in total.
skeletor
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Re: New AoP map

Post by skeletor »

Ha. I haven't got anywhere near the train with the mesh yet. Literally the only place with any mesh is that little room that the T's spawn in, that is it.

After reading the Valve documentation I realised I had been doing the ladders wrong so did them properly and it still doesn't pick them up.
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liquid
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Re: New AoP map

Post by liquid »

Is there no mesh in the rest of the map? If so, that's probably because the computer thinks that the bots are not gonna get out of the spawn area.
Maybe you should use nav_mark_walkable to let the computer know that other places are walkable too.
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Re: New AoP map

Post by skeletor »

Nope, only T spawn. Not even the CT spawn area has anything. Might be easier if I delete all the T spawn points. Delete the nav file, run it then generate the nav file which should start the generation from the CT spawn which it should pick up a lot easier (although that might not work as they spawn in 2 separate rooms rather than one location (but office is fine, but I guess Valve did the mesh manually). Then I will just have to do the T spawn manually and stop the bots jumping on the train.

I think they might have trouble jumping on and over the train stops too which means the only way around the train is either upstairs or through the gap at the other end of the train which will funnel them down and easy to kill.

Really annoying as all my other maps have picked up the bot mesh with ease and has worked quite well.
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Revolver
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Re: New AoP map

Post by Revolver »

Forgot about this thread. Oopsy. I was thinking brick wall Skel, I'm not a fan of those huge glass walls. Could always put some windows in with breakable glass to add another dimension. But only small ones. What program you use for a simple drawing? I'd love to try and draw what I imagine.

Will log on server tonight and have a look at some maps :D
"USP'd in the face from miles away Peter. You should be embarrassed." - Floodie 13/03/2012
skeletor
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Re: New AoP map

Post by skeletor »

Revolver wrote:Forgot about this thread. Oopsy. I was thinking brick wall Skel, I'm not a fan of those huge glass walls. Could always put some windows in with breakable glass to add another dimension. But only small ones. What program you use for a simple drawing? I'd love to try and draw what I imagine.

Will log on server tonight and have a look at some maps :D
You could do it directly in Hammer Editor or you may find Sketchup easier. Alternatively draw it on paper and scan it.

Have various maps in my Dropbox:

http://dl.dropbox.com/u/37023252/test.bsp (think this is one of Liqs)
http://dl.dropbox.com/u/37023252/aop_test2.bsp
http://dl.dropbox.com/u/37023252/aop_test.bsp (on the server as aop_2012_a or something like that, hasn't come out very well at all but the bots work)
http://dl.dropbox.com/u/37023252/aop_skel_4.bsp
http://dl.dropbox.com/u/37023252/aop_skel_5.bsp
http://dl.dropbox.com/u/37023252/aop_skel_6.bsp
http://dl.dropbox.com/u/37023252/aop_skel_7.bsp
http://dl.dropbox.com/u/37023252/aop_skel_8.bsp (one I am working on at the moment, bots don't work)
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