I started editing Runningman CTF to add some waypoints but I don't have much free time now (this week is a Performous one), so even if it's unfinished here is what I understood.
When creating a map bots will most likely stay still. To make a map compatible with bots waypoints must be added.
Waypoints editing
( Some info grabbed from here: http://www.nexuizninjaz.com/forum/Thread...still.html )
Enable waypoints editor: Open the command console and type "g_waypointeditor 1". Some colored balls will appear around the map, the editor is on.
Set some custom keyboard shortcuts to edit waypoints. On the bottom of the shortcut list are empty slot to edit. Choose the name you want and add a command on key press
g_waypointeditor_spawn: add a waypoint where you are standing
g_waypointeditor_remove: remove the currently active waypoint
g_waypointeditor_relinkall: recompute all pathes (not always usefull)
g_waypointeditor_saveall: save the waypoints in your home data/maps directory in a file named <map>.waypoints
How waypoint works
There are multiple kind of waypoints. Yellow and red balls are added automatically and cannot be removed. They are set on items and objectives like warp, jump pad and its target… White balls are added manually.
The editor doesn't work while being spectating. When you get close to a waypoints lightrays pops to link to nearby points and yourself if reachable. When adding points a network is created and bots will move from a point to an other.
How bots move
Bots wander around more or less randomly from a waypoint to an other linked one. Once it has reached a waypoint it start collecting nearby weapons and mega health/armor by going back and forth even if there is no waypoint on them. When there is nothing interesting around, it moves to an other waypoint, preferrably in the approximate direction of the last "return to current waypoint".
If it sees an opponent, it will start fighting.
Tips and tricks
Load a map without any bot to make your edit quietly. To test it turn to spectator (f3 by default) and add a single bot (higher difficulties will make it move faster). Run after it to check if it is not going stuck in a corner.
Remove the bot and join to fix things.
Do never add a point while jumping! You may not be able to select it and delete it if it is misplaced. It is also pain in the ass in water.
Currently when reloading a map with new waypoints only the white balls may appear, even if the links to other balls are shown. To make them appear again, delete the according .waypoints.cache in your data dir
Bots don't jump or at least not as you may expect. Zones with high steps may require a lot of attention to have a good network. Move away from the path and check if the balls are well connected. If not check from where the link breaks by following the path while watching the nearby waypoints until the lightray stops connecting you.
Bots don't bother with ammo, health and armor expect mega-size. I'd rather think it is a lack in AI that should be fixed in code (some day), not with artificial waypoints that can make strange things when the AI is modified.
When creating a map bots will most likely stay still. To make a map compatible with bots waypoints must be added.
Waypoints editing
( Some info grabbed from here: http://www.nexuizninjaz.com/forum/Thread...still.html )
Enable waypoints editor: Open the command console and type "g_waypointeditor 1". Some colored balls will appear around the map, the editor is on.
Set some custom keyboard shortcuts to edit waypoints. On the bottom of the shortcut list are empty slot to edit. Choose the name you want and add a command on key press
g_waypointeditor_spawn: add a waypoint where you are standing
g_waypointeditor_remove: remove the currently active waypoint
g_waypointeditor_relinkall: recompute all pathes (not always usefull)
g_waypointeditor_saveall: save the waypoints in your home data/maps directory in a file named <map>.waypoints
How waypoint works
There are multiple kind of waypoints. Yellow and red balls are added automatically and cannot be removed. They are set on items and objectives like warp, jump pad and its target… White balls are added manually.
The editor doesn't work while being spectating. When you get close to a waypoints lightrays pops to link to nearby points and yourself if reachable. When adding points a network is created and bots will move from a point to an other.
How bots move
Bots wander around more or less randomly from a waypoint to an other linked one. Once it has reached a waypoint it start collecting nearby weapons and mega health/armor by going back and forth even if there is no waypoint on them. When there is nothing interesting around, it moves to an other waypoint, preferrably in the approximate direction of the last "return to current waypoint".
If it sees an opponent, it will start fighting.
Tips and tricks
Load a map without any bot to make your edit quietly. To test it turn to spectator (f3 by default) and add a single bot (higher difficulties will make it move faster). Run after it to check if it is not going stuck in a corner.
Remove the bot and join to fix things.
Do never add a point while jumping! You may not be able to select it and delete it if it is misplaced. It is also pain in the ass in water.
Currently when reloading a map with new waypoints only the white balls may appear, even if the links to other balls are shown. To make them appear again, delete the according .waypoints.cache in your data dir
Bots don't jump or at least not as you may expect. Zones with high steps may require a lot of attention to have a good network. Move away from the path and check if the balls are well connected. If not check from where the link breaks by following the path while watching the nearby waypoints until the lightray stops connecting you.
Bots don't bother with ammo, health and armor expect mega-size. I'd rather think it is a lack in AI that should be fixed in code (some day), not with artificial waypoints that can make strange things when the AI is modified.