
Yes, I just realized there is probably no simple solution for the Grenade launcher range. Come to think of it, there is some code in the
Small Mod Compilation for the Ogre that enhances the grenade launcher aim. Maybe you can borrow some code from that (although it won't have a range restriction). The source is publicly available. I uploaded Ogre.qc and ai.qc from the mod for you (I'm not sure which QC file the code you need is in, but I assume it is in one of these two files).
Download here:
http://fbe.am/u29
I searched for quite a while, but unfortunately could not find a specific map that has an area with a 100% chance of the precision bug or rocket launcher bug. I only observe those bugs occasionally when I'm waypointing. I'll have to do some further searching and let you know if I come across a map with those problems. In the meantime, you can ignore those two issues.
On the other hand, I was lucky enough to find a map that has the teleport bug almost 100% of the time. I'm sorry the map has to be so large (it has 6 waypoint files), but I helped you out by deleting ALL important items except a Quad damage that I added on the other side of the teleporter. you will likely see the bug within 15-30 seconds if you add a bot and follow it around using the chasecam. The bot might collect the Quad damage from the back way without teleporting, in which case you can restart the map or wait for the Quad to respawn. The teleporter that causes problems is right next to a pit of water. When bots go through this teleporter, they get confused and run to a different waypoint than the one they are supposed to. After teleporting, you will notice the bots run off a ledge, in to some water, and stare at a wall to reach a waypoint they can't get to. They do eventually reset the path, but only after they mess everything up first. I'm guessing something happens that makes them not register that they went through the teleporter, and makes them try to get to the wrong waypoint.
Download the map here:
http://fbe.am/u2b
If you can manage to fix how the bots use the teleporter on Dranzdm4, then you will probably fix them on
every map. Believe me, I have seen this bug quite frequently while waypointing. I always wished the Frikbots could use teleporters better. The worst is when the Frikbots encounter strings of teleporters. They get confused as to which waypoint they are on, and run in to random walls. Like I said, I think they sometimes fail to register that they passed through the teleporter.
Dr. Shadowborg wrote:
The bots use waypoints with a telelink flag (teleport link) set.
I think they already are designed to pick the shortest route to whatever item they've decided to go after.
Yes, I can confirm that bots use teleporters to calculate the shortest path to an item. They will sometimes use strings of teleporters like nobodies business.