this calls for a really efficient, simple, yet complex to be coded way for bots to get around.
basically, this method for bot-orientation is based on a more advanced AI. Bots would be able to think on how to get around based on the map. No manual waypointing will have to be done for this (excpet maybe some minor ones for special cases). Bots would be able to find the quickest way to get to a certain location on the map and be able to maneuver there automatically. that part in itself seems simple (and actually is) but then there are those special cases in which a bot has to actually use advanced problem solving to get to a certain place - a good example would be getting up through the hole in the middle of B2B. you can't simply stand underneath and jump - you gotta run off from the side and make a 'kick-jump' (sliding vertical jump) to make it all the way.
then comes the prediction part in which bots could calculate the most efficient way of achieving the goal (winning in ctf), etc. For example, if efc is running away with flag - would it be smarter for the bot to get a good camping spot and have a good chance of shooting the enemy down or would it be better to take the risk and cap the enemy's flag (esp. if his team is losing and he has to take such a risk to maybe make it to cap*
then maybe being able to pass the flag to a teammate so that he can cap faster. or maybe even have bots 'communicate' with each other to create the most efficient method of scoring (pass the flag in key-points)
next, player taunts that actually have a meaning to bots (EFC HIGH, or DEFEND BASE, or FULL SPEED AHEAD!, or CAMP MIDWAY, or PROTECT FFC, etc.) so that bots can actually execute these commands.
and then comes the even more simpler concepts - like hiding behind bushes even though not waypointed in map editor or even more advanced: if in enemy's base and their flag is away and 4 enemies are about to spawn go hide somewhere or run away...
well, that's my list of ideas...i'm sure most won't get anywhere close to being considered but - hey, it's worth talkign about...
basically, this method for bot-orientation is based on a more advanced AI. Bots would be able to think on how to get around based on the map. No manual waypointing will have to be done for this (excpet maybe some minor ones for special cases). Bots would be able to find the quickest way to get to a certain location on the map and be able to maneuver there automatically. that part in itself seems simple (and actually is) but then there are those special cases in which a bot has to actually use advanced problem solving to get to a certain place - a good example would be getting up through the hole in the middle of B2B. you can't simply stand underneath and jump - you gotta run off from the side and make a 'kick-jump' (sliding vertical jump) to make it all the way.
then comes the prediction part in which bots could calculate the most efficient way of achieving the goal (winning in ctf), etc. For example, if efc is running away with flag - would it be smarter for the bot to get a good camping spot and have a good chance of shooting the enemy down or would it be better to take the risk and cap the enemy's flag (esp. if his team is losing and he has to take such a risk to maybe make it to cap*
then maybe being able to pass the flag to a teammate so that he can cap faster. or maybe even have bots 'communicate' with each other to create the most efficient method of scoring (pass the flag in key-points)
next, player taunts that actually have a meaning to bots (EFC HIGH, or DEFEND BASE, or FULL SPEED AHEAD!, or CAMP MIDWAY, or PROTECT FFC, etc.) so that bots can actually execute these commands.
and then comes the even more simpler concepts - like hiding behind bushes even though not waypointed in map editor or even more advanced: if in enemy's base and their flag is away and 4 enemies are about to spawn go hide somewhere or run away...
well, that's my list of ideas...i'm sure most won't get anywhere close to being considered but - hey, it's worth talkign about...