Fix For UT Bot and Portal Problem

This is a section of a typical room with portal taken from an actual map from a well known Map Maker (I wont tell) which had a bot problem... (and it was a map of the week on PlanetUnreal!!)

 


Notice the over head shot and that the zoneinfo and path are very close together and that the portal room is not very deep but is wide... (both sides of the portal were like this) Well this configuration caused the bots to get stuck in a loop switching back and forth and never going through the portal.

 

 


Now this is how it should really look.. Just extend how deep the portal room is, put the zoneinfo at the back and the path node in front in the same spot (usualy center) on each end of both portal rooms... (this is so the bot will run straight through and not turn or twist in the door) That's all there is to it and it will work everytime. Now isn't that easier then adding an inventory item at each end of the portal?

Now there is one thing you should also think about concerning bots.. Each inventory item is of a differant importance to bots. (ie. a Flak Cannon is of more importance to a bot then rifle bullets) Say you place a ripper 300 units from a portal that is further down a bridge, around a corner and you want the bots to use that portal 50% or more each time. Now you place an inventory item, like invisability, a jump down, 50 units away from that ripper. What's going to happen? It's going to go for that invisability every time and rarely, if ever, use that portal unless it's the only way to go...

DrkRaven