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...