Bots and NPCs: Difference between revisions
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== Blocking Navigation == | == Blocking Navigation == | ||
# | # First you need to create a ''func_nav_blocker'' entity covering the extent of the area you wish to block. | ||
[[Image:Nav blocker setup 1.png|thumb|The func_nav_blocker is textured here with tools/trigger, and covers the extent of the area I want to block]] | # Configure the ''func_nav_blocker'' settings, and choose whch team(s) you wish to block for and give it a name so that it can be activataed by another entity. | ||
# Create an entity to use to activate the ''func_nav_blocker'', here we use ''logic_auto'' but any entity can be used here | |||
## Configure the ''logic_auto'' so that it triggers on game start | |||
# Set the ''logic_auto'''s output to fire the '''BlockNav''' input on the ''func_nav_blocker'' | |||
# Finally, check that the ''func_nav_blocker'' has the correct input coming in | |||
[[Image:Nav blocker setup 1.png|thumb|The ''func_nav_blocker'' is textured here with ''tools/trigger'', and covers the extent of the area I want to block]] | |||
[[Image:Nav blocker setup 2.png|thumb|The func_nav_blocker is configured with the team, and a name so that it can be | [[Image:Nav blocker setup 2.png|thumb|The ''func_nav_blocker'' is configured with the team to block for, and a name so that it can be activated by other entities]] | ||
[[Image:Logic auto setup 1.png|thumb|A | [[Image:Logic auto setup 1.png|thumb|A ''logic_auto'' is created so that we can trigger our ''func_nav_blocker'' to start blocking]] | ||
[[Image:Logic auto setup 2.png|thumb|The logic_auto is configured to fire when the game is runing on a PC, at game start time]] | [[Image:Logic auto setup 2.png|thumb|The ''logic_auto'' is configured to fire when the game is runing on a PC, at game start time]] | ||
[[Image:Logic auto setup 3.png|thumb|The logic_auto has it's output set so that it triggers | [[Image:Logic auto setup 3.png|thumb|The ''logic_auto'' has it's output set so that it triggers the ''BlockNav'' input on our previous ''func_nav_blocker'' entity]] | ||
[[Image:Nav blocker setup 3.png|thumb| Finally, checking that the | [[Image:Nav blocker setup 3.png|thumb| Finally, checking that the ''func_nav_blocker'' has detected the input correctly coming from the ''logic_auto'']] | ||
= Common NPC FAQs = | = Common NPC FAQs = |
Revision as of 21:46, 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
- First you need to create a func_nav_blocker entity covering the extent of the area you wish to block.
- Configure the func_nav_blocker settings, and choose whch team(s) you wish to block for and give it a name so that it can be activataed by another entity.
- Create an entity to use to activate the func_nav_blocker, here we use logic_auto but any entity can be used here
- Configure the logic_auto so that it triggers on game start
- Set the logic_auto's output to fire the BlockNav input on the func_nav_blocker
- Finally, check that the func_nav_blocker has the correct input coming in
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.