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Logicbots walkthrough
Logicbots walkthrough







  1. #Logicbots walkthrough update#
  2. #Logicbots walkthrough manual#
  3. #Logicbots walkthrough pro#

We also plan to build a web front version for browsers as well for those without a VR device. Our goal with this project is to create an interactive and 'living' ship that can be explored using VR devices such as the Google Cardboard, Saumsung GearVR, Oculus Rift, and more. The link was already posted for a complete list of commands, but here it is again:In association with PiratesAhoy! and The Unicorn Preservation Society we are proud to present the HMS Unicorn Virtual Museum project. Nav_corner_place_on_ground - with the selected tiles, it will grab the corners and place them above the ground if they are underground. Useful when a large tile that was generated intersects the ground and you want to fix it. Nav_split - cuts a nav tile in half along the line shown by the cursor. Nav_disconnect - useful for removing bad connections that were automatically generated.

logicbots walkthrough

select only one tile, then hover the cursor over the 2nd tile to create a 1-way connection (for dropdowns) (dark blue line). Nav_connect - select 2 tiles at once to create a 2-way connection (light blue line). Nav_clear_selected_set - useful for after nav_generate_incremented because the new tiles are automatically put in your selected set. Nav_flood_select - Useful for deleting a bunch of tiles after disconnecting them from the rest of the nav mesh. Nav_remove_from_selected_set - self explanatory. Nav_add_to_selected_set - self explanatory. Nav_end_area - completes drawing a new nav tile. Nav_begin_area - starts drawing a new nav tile from the cursor.

#Logicbots walkthrough manual#

Nav_analyze - this is necessary in order to saves the nav mesh after any manual changes. Nav_generate_incremental - does not erase the current nav, and adds to it instead starting by sampling around any nav_mark_walkable spots (sometimes it only does one at a time, in which case you will have to redo a few areas) Nav_mark_walkable - places a marker in the map for where to start sampling space for a new nav mesh. func_movelinear is a solid that does not block nav tiles.

#Logicbots walkthrough pro#

Pro tip: func_door is a solid that blocks nav tiles. These are used in mvm_rottenburg when the tank destroys the wooden barrier at the botspawn, allowing bots to take the new shortcut created.

#Logicbots walkthrough update#

However, there is a caveat in that the update has a bit of delay and isn't very reliable for doors that are only open for a short time. nav file to the same name as the map (.bsp).įor the problem of bots seemingly misunderstanding one-way doors, you will need one-way connections on the mesh.Īlso there is a tf_point_nav_interface that with the input RecomputeBlockers, will do just that and update the nav mesh where doors are blocking a path or not. You can reuse nav meshes from previous map versions by simply renaming the. Then you can use that nav mesh for the map where the bridges function properly. Then doing nav_generate and it should make nav tiles on the bridges. These brushes can be enabled/disabled with hammer I/O to correspond to when the bridge is open or closed.Īnother way to create mid-air nav tiles without creating them manually is to compile a version of the map where the bridges are static world geometry (func_detail also works). To disable these nav tiles when the bridge is inactive, you can use a func_nav_avoid. You can make a manual nav mesh in order to have nav tiles floating in mid air. I will be assuming you don't know much about nav meshes just because there are a bunch of useful things for optimizing a mesh. Some tips on making maps with moving parts more bot-friendly would also be appreciated. So my question today is what nameable, disableable, etc., brushes can bots "see".

logicbots walkthrough logicbots walkthrough

I used nav_edit and found the cursor passed through the func_brush I was using. I have determined that the cause for some of the issues resides in that some brushes that aren't func_detail are intangible. For example, they will often slam themselves into a corner next to an open door, or throw themselves off a cliff because the bridge has moved, instead of taking an alternate route which exists certainly. But my poor bots often times cannot make heads nor tails of surfaces.

logicbots walkthrough

I like having whole walkways burst out of the ground or bridges over gaps open and close periodically. However, I've encountered a wee bit of a snag. I have no friends (or enemies) to test (to suffer in) my terrible (-ly confusing) maps, so I use bots, and strive to make my maps as bot-friendly as possible.









Logicbots walkthrough