Already tried that. It seems to me that all directional does is have bots skip the waypoint that is set to directional, and go straight to the next waypoint in the series. In the case of teleporters, they just skip the waypoint set to directional and go straight to the teleporter. This can be useful, but I've found some situations in which the bots still mess up. I'll get a demo recorded of the Frikbots having trouble on teleporters for you.FrikaC wrote:Not true, the teleport lockdown works fine for the frikbots, this has been tested rather extensively. I'd suggest using directional on any waypoints near the teleporter that they might miss due to being teleported, but I'm not sure how well that works with telelinks.
Speaking of directional - I've actually found that bots still have some issues with wind tunnels that throw you in the reverse direction. I've tried many different set-ups, including two waypoints over the jumppad, with the one on top set to directional - but they still sometimes try to jump back down because they didn't fully "touch" one of the waypoints. If there is a better way of doing this, I still haven't figured it out. I've gotten bots to use them like 90% successfully, but there is still that occasional map where I have to spend like 20 minutes getting them to backtrack and go into the wind tunnel using precision, or else they miss the waypoint and keep jumping back in. If only there was a way to have them go toward a waypoint, but not be required to actually touch it.
Edit: Ok, I uploaded 2 demos for you. This is the first time I've done Frikbot Demos. I'm amazed that everything from the spectator to the waypoints to the botcam shows up! One of the demos is of Dapak5, and the other of jvx1_hr. Download the demo and maps here:
http://filebeam.com/3687d359de0b0448272d7cefaba4d45a
http://ftp.unsix.net/pub/games/quake/ma ... dapak5.zip
http://www.gamers.org/pub/idgames2/plan ... vx1_hr.zip
The Dapak5 demo shows the bot going into the telepoerter and re-entering the exit teleporter so fast that he ends up right back where he was, and heads toward the waypoint he should have ended up at. He then tries again, and succeeds the second time. If I place the waypoint in front of the teleporter off to the side and give it a precision + directional tag, the bots will do better - but if you watch them fight long enough, you will still see them mess up on this teleporter no matter what I do.
The jvx1_hr demo shows a few issues. The first is the bot entering the string of teleporters. If you listen closely, you can hear him teleport TEN times. There are only 5 teleporters total on this map, so this tells me he messed up somewhere in the circuit and started over (hard to tell since he goes in them so fast). The most obvious bug is in the end of the demo, when he teleports and tries to go back to do it again. If I set all waypoints in front of teleporters to precision, the bots do better - but they use the system much slower and still have the bug sometimes. For the sake of the demo, I turned precision off.