Bots apply nav pathing penalties based on weapon limits#1805
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@sunzenshen What was the console command to display those orange paths as shown in the screenshots above? |
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Changing the CNEOBotPathCost penalty from distance to cost for weapons enhanced the bot tendency to hide behind cover, which results in bunching up, so I further increased the path reservation penalties to encourage taking alternate paths or to dividing up a room.
This is the script I paste into the console for observation:
(Divided up into forcing TDM mode, speeding up the round resets, showing grenade paths, showing pathing, and speeding up the rounds 2x.)
sv_neo_gamemode_enforcement 3; sv_neo_gamemode_single 0; neo_vote_game_mode 0; mp_restartgame 1;
sv_neo_bot_grenade_debug_behavior 1; mp_chattime 2; sv_neo_preround_freeze_time 2; cl_neo_grenade_show_path 1; sv_neo_grenade_show_path 1;
sv_neo_pvs_cull_roaming_observer 0;
nb_debug_path;
host_timescale 2;
Rainyan
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LGTM, cool to see the bots taking more nuanced routes!
- Bots with shotguns shy away from NavAreas that have many visibility connections - Bots with pistol caliber weapons slightly avoid areas but to a lesser degree - Bots with scoped/semi-auto weapons favor exposed NavAreas with long sightlines - Generally, a minor penalty is applied for NavArea exposure for bots to avoid wide open exposed NavAreas
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Description
Bots consider relative level of exposure of a NavArea when deciding paths through the NavMesh
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