Results 1 to 9 of 9

Thread: Zombots Mod

Threaded View

Previous Post Previous Post   Next Post Next Post
  1. #8
    Private
    Join Date
    Jan 2013
    Location
    Hungary
    Posts
    113
    Thanks
    10
    Thanked 74 Times in 45 Posts
    Forget the navmesh, use waypoints for pathfindig. I think its easier to programming and maybe faster (in CoD) than navmesh. Actually i tried IzNoGod's alpha version botmod, and mine waypoint-based mod seem to be faster. It's not laggy with 24 bots and 16 players.

    For pathfinding use A*, there is a script in iw_07.iwd/maps/_astar.gsc. Save in array the all paths between waypoints. If you have done with these functions, you're over the worst.

    In next step you have to spawn bots, and find the optimum (shortest) path to player.

    My tip:
    Save resources where you know. For example use distanceSquared() instead of distance(). Function distance() includes squareroot, and it needs lot of memory.

  2. The Following User Says Thank You to randall For This Useful Post:

    kung foo man (23rd June 2013)

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •