Bots and NPCs: Difference between revisions
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* '''ai_debug_emp_cap_points''' : bots print which capture point they are trying to go to | * '''ai_debug_emp_cap_points''' : bots print which capture point they are trying to go to | ||
== Blocking Navigation == | |||
[[File:Nav blocker setup 1.png|frame|Initial nav setup]] | |||
= Common NPC FAQs = | = Common NPC FAQs = | ||
* The NPCs aren't moving anywhere, only occasionally shuffling forwards or standing there. | * The NPCs aren't moving anywhere, only occasionally shuffling forwards or standing there. |
Revision as of 21:10, 9 August 2020
Empires Mapping Documentation |
Mapping Overiew | Hammer Configuration | Entity Index | Basic Mapping | Setup Resources | Tutorials | Useful FGD Modifications | Bots and NPCs | Dimensions | Skyboxes |
This will be periodically updated with information about NPCs and Bots (fake players).
NPC
This refers to non-player AI controlled entities.
NPC Notes:
- NPCs will automatically go to and attempt capture available control points
- NPCs shoot at valid targets 2000 units away and in line of sight
Bots
This refers to fake clients, that are simulated server side.
Adding NPCs to maps
Added to hammer are 2 test NPC entities, these should work on any map however their functionality is limited. To ensure correct operation with your map, i have created a checklist of things that need to be done.
NPC checklist:
- Your map needs to be compiled with a version of empires later than 2.15.3.
- Your map needs a navigation mesh created, see https://developer.valvesoftware.com/wiki/Navigation_Meshes
- Your capture points need to be numbered correctly, capture point number 0 will not work with NPCs.
NPC Entity List:
Debugging NPCs
Console Commands
- ai_debug_emp_paths : shows the actual paths the bots are currently following, blue for BE, red for NF
- ai_debug_emp_cap_points : bots print which capture point they are trying to go to
Common NPC FAQs
- The NPCs aren't moving anywhere, only occasionally shuffling forwards or standing there.
- This is most likely because there is no navigation mesh, or capturable flags available.