This was quickly fixed by simply hitting play in the editor instead, forcing my pawn to spawn from a 'UTTeamPlayerStart', the bots also spawned from the player starts upon addition.
Upon first glance, the bots do no seem to be using the elevators, which isn't of paramount importance right now, due to the simplicity of the bots' AI. I intend these elevators to be used as an avenue of escape for users to take when carrying a flag and being chased by other players.
I am under the impression that an objective driven AI will follow the one objective of capturing and securing the enemy flag, and as such does not see the point in taking an alternate path to the objective if carrying a flag.
Taking this into account I will be looking into possibly adding in more bots to crowd the level slightly, with the possibility of the flagbearer being then pressured into the tunnels below.
The only other method I have of testing this is to get a group of users (preferably 16 or more) across a LAN connection, and having them test it thoroughly.
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