ZERO
02-27-2017, 07:42 AM
While bots do work on all the maps that have bots on them they often get stuck and do not work very well. The reason for this is due to problems with the navigation files on the maps not covering the entire map. This problem could be solved by creating fully custom navigation meshes for each map using the instructions here: https://developer.valvesoftware.com/wiki/Navigation_Meshes
Below is a list of maps that have bots on them:
ze_blackmesa_escape_final
ze_death_star_escape_v4_3_z
ze_electrical_factory_v1
ze_elevator_escape_jbg_final
ze_Flying_World_v1_2
ze_gods_wrath_v3_8b
ze_icecap_escape_v5
ze_Jurassic_Park_Story_v1 -your going to want a supercomputer to compile this...
ze_mirrors_edge_reborn_v4_2
ze_Parking_v2a
ze_rooftop_runaway2_v4
ze_showdown_v4_1
ze_shroomforest_v4_5
ze_shroomforest2_v1
ze_sky_athletic_v5_final
ze_surf_danger
ze_surf_easy_or_hard_new
ze_surf_facility_v3_pre2
ze_voodoo_islands_v8_cfix2
ze_atix_helicopter_fix
ze_sorrento_escape_v5_fix
ze_titanic_escape_v2_2
ze_undertunnel_escape_b3a
ze_ice_hold_b2
zm_420_beachstrike_b2
zm_desert_fortress_v2
zm_forgotten_town_ri
zm_holdout_mountain_fixed
ZM_Krusty_krab_a3
zm_tx_highschoolbeta7
zm_3_rooms_v3
zm_bridge_run_v1
zm_ocx_orly_v4
castle_redemption_rnk
zm_bumfight_v2
ZM_desprerados
zm_lila_panic_beach_2
zm_420_office_v5
ze_destruction_of_exorath_re3
ze_FFVII_temple_ancient_v3
ze_grand_boat_escape_v1_9
ze_hl2_escape_v3
ze_icecap_derp_unloze_v420
ze_infected_sewers_v6_2
ze_l0v0l_a7 -your going to want a supercomputer to compile this... (80+mb file over 25+min to compile any changes)
ze_rooftop_runaway1_v4
ze_temple_escape
zm_surf_born_1_2
ze_sandstorm_f -your going to want a supercomputer to compile this... (166+mb file over 50+min to compile any changes)
ze_bioshock_v6_2
ze_mountain_escape_v5_zf -(this one needs a lot of manual work, a fucking insane amount)
Complete nav mesh and bot assistant plugin support
Complete nav mesh with advanced logic/manual bounding
Complete nav mesh with advanced logic/manual bounding in progress
Complete nav mesh
nav mesh in progress
needs complete nav mesh
A few of these maps might work 100% fine right now but the majority of these need to have custom meshes created for them. A lot of the ze maps have teleporters so it is not a huge problem trying to connect areas if the bots can not figure it out. Generally though if the nav areas are connected in 1 way it will force the bots to continue to advance and not go back the way they came. You can use this to corrall them into a teleporter. The issue is anything that a bot needs to press a button to trigger. For those areas the bots are not going to advance without being teleported. Most maps teleport players at particualr points so this is not an issue as the bots will be teleported into another area where we have a nav mesh and continue to advance. This is an issue on maps that do not have teleporters. So for those maps I need to know the name of the map, the location of where the bots get stuck and how long befroe they should be teleported past. Then I could create a mod that creates and AOE trigger at these map locations to teleport the bots past after X time so they can still progress across the map.
If anyone wants to work on creating custom nav meshes for any of these maps it would be a huge help and time saver. To test the meshes you can easily create a local game on your system with bots on the map, just set them to knife only and try to have them follow you. The bots can not leave the area defined in the nav mesh so you can easily see if something is missing or not connected.
**********************************HOW TO*********************************
Simply create a server deticated or inagme so you can load up the map. If this is your first time loading the map enter bot_quota 1 so it will generate a nav mesh to start with. Then just join spectate and it is time to start making the mesh bigger.
You need the following commands:
sv_cheats 1 -allows you to edit the mesh
nav_edit 1 -enable editing
nav_mark_walkable -this marks an area the bot can walk on, you should bind this to something
nav_build_ladder -just pint at ladder and run this command to make a ladder, you should bind this to something
nav_generate_incremental -this will generate the new mesh, you should bind this to something. If you have used nav_build_ladder but not nav_mark_walkable this command will not run. So just use nav_mark_walkable somewhere so it will run if your only adding ladders.
nav_select_invalid_areas -this clears your selection of the newly added mesh areas after running nav_generate_incremental, you should bind this to something.
After running nav_generate_incremental it can take a LONG time to process and is dependent on your computers speed. You game may say it is timing out, this is normal do not try to exit the program just keep it running and it will finish eventually. After running nav_select_invalid_areas after nav_generate_incremental runs you should consider the nav file completed in its current forum. You can backup this file ect at this time without exiting the game. BTW the files are located in "Steam\SteamApps\common\Counter-Strike Source\cstrike\maps"
You can test your finished nav file with a bot. Yea they are still going to be glitchy. It is important that the areas are connected, you will see the number of connections when your in the edit mode. IF an area has no connections there is no way to get out of it. It is possible to make 1 way connections to fine tune things like elevators and teleport things or to force a bot to continue to advance. Please reference the valve command guide for how to do this.
Below is a list of maps that have bots on them:
ze_blackmesa_escape_final
ze_death_star_escape_v4_3_z
ze_electrical_factory_v1
ze_elevator_escape_jbg_final
ze_Flying_World_v1_2
ze_gods_wrath_v3_8b
ze_icecap_escape_v5
ze_Jurassic_Park_Story_v1 -your going to want a supercomputer to compile this...
ze_mirrors_edge_reborn_v4_2
ze_Parking_v2a
ze_rooftop_runaway2_v4
ze_showdown_v4_1
ze_shroomforest_v4_5
ze_shroomforest2_v1
ze_sky_athletic_v5_final
ze_surf_danger
ze_surf_easy_or_hard_new
ze_surf_facility_v3_pre2
ze_voodoo_islands_v8_cfix2
ze_atix_helicopter_fix
ze_sorrento_escape_v5_fix
ze_titanic_escape_v2_2
ze_undertunnel_escape_b3a
ze_ice_hold_b2
zm_420_beachstrike_b2
zm_desert_fortress_v2
zm_forgotten_town_ri
zm_holdout_mountain_fixed
ZM_Krusty_krab_a3
zm_tx_highschoolbeta7
zm_3_rooms_v3
zm_bridge_run_v1
zm_ocx_orly_v4
castle_redemption_rnk
zm_bumfight_v2
ZM_desprerados
zm_lila_panic_beach_2
zm_420_office_v5
ze_destruction_of_exorath_re3
ze_FFVII_temple_ancient_v3
ze_grand_boat_escape_v1_9
ze_hl2_escape_v3
ze_icecap_derp_unloze_v420
ze_infected_sewers_v6_2
ze_l0v0l_a7 -your going to want a supercomputer to compile this... (80+mb file over 25+min to compile any changes)
ze_rooftop_runaway1_v4
ze_temple_escape
zm_surf_born_1_2
ze_sandstorm_f -your going to want a supercomputer to compile this... (166+mb file over 50+min to compile any changes)
ze_bioshock_v6_2
ze_mountain_escape_v5_zf -(this one needs a lot of manual work, a fucking insane amount)
Complete nav mesh and bot assistant plugin support
Complete nav mesh with advanced logic/manual bounding
Complete nav mesh with advanced logic/manual bounding in progress
Complete nav mesh
nav mesh in progress
needs complete nav mesh
A few of these maps might work 100% fine right now but the majority of these need to have custom meshes created for them. A lot of the ze maps have teleporters so it is not a huge problem trying to connect areas if the bots can not figure it out. Generally though if the nav areas are connected in 1 way it will force the bots to continue to advance and not go back the way they came. You can use this to corrall them into a teleporter. The issue is anything that a bot needs to press a button to trigger. For those areas the bots are not going to advance without being teleported. Most maps teleport players at particualr points so this is not an issue as the bots will be teleported into another area where we have a nav mesh and continue to advance. This is an issue on maps that do not have teleporters. So for those maps I need to know the name of the map, the location of where the bots get stuck and how long befroe they should be teleported past. Then I could create a mod that creates and AOE trigger at these map locations to teleport the bots past after X time so they can still progress across the map.
If anyone wants to work on creating custom nav meshes for any of these maps it would be a huge help and time saver. To test the meshes you can easily create a local game on your system with bots on the map, just set them to knife only and try to have them follow you. The bots can not leave the area defined in the nav mesh so you can easily see if something is missing or not connected.
**********************************HOW TO*********************************
Simply create a server deticated or inagme so you can load up the map. If this is your first time loading the map enter bot_quota 1 so it will generate a nav mesh to start with. Then just join spectate and it is time to start making the mesh bigger.
You need the following commands:
sv_cheats 1 -allows you to edit the mesh
nav_edit 1 -enable editing
nav_mark_walkable -this marks an area the bot can walk on, you should bind this to something
nav_build_ladder -just pint at ladder and run this command to make a ladder, you should bind this to something
nav_generate_incremental -this will generate the new mesh, you should bind this to something. If you have used nav_build_ladder but not nav_mark_walkable this command will not run. So just use nav_mark_walkable somewhere so it will run if your only adding ladders.
nav_select_invalid_areas -this clears your selection of the newly added mesh areas after running nav_generate_incremental, you should bind this to something.
After running nav_generate_incremental it can take a LONG time to process and is dependent on your computers speed. You game may say it is timing out, this is normal do not try to exit the program just keep it running and it will finish eventually. After running nav_select_invalid_areas after nav_generate_incremental runs you should consider the nav file completed in its current forum. You can backup this file ect at this time without exiting the game. BTW the files are located in "Steam\SteamApps\common\Counter-Strike Source\cstrike\maps"
You can test your finished nav file with a bot. Yea they are still going to be glitchy. It is important that the areas are connected, you will see the number of connections when your in the edit mode. IF an area has no connections there is no way to get out of it. It is possible to make 1 way connections to fine tune things like elevators and teleport things or to force a bot to continue to advance. Please reference the valve command guide for how to do this.