Bots apply nav pathing penalties based on weapon limits#1805
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sunzenshen wants to merge 1 commit intoNeotokyoRebuild:masterfrom
Open
Bots apply nav pathing penalties based on weapon limits#1805sunzenshen wants to merge 1 commit intoNeotokyoRebuild:masterfrom
sunzenshen wants to merge 1 commit intoNeotokyoRebuild:masterfrom
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sunzenshen
commented
Mar 9, 2026
| "How often to check for friendly path dispersion", false, 0, false, 60); | ||
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| ConVar neo_bot_path_penalty_jump_multiplier("neo_bot_path_penalty_jump_multiplier", "100.0", FCVAR_CHEAT, | ||
| ConVar neo_bot_path_penalty_jump_multiplier("neo_bot_path_penalty_jump_multiplier", "1000.0", FCVAR_CHEAT, |
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Now that NavArea pathing costs are slightly elevated, need to bump up the penalty for jump paths to match the relatively increased baseline penalty costs.
sunzenshen
commented
Mar 9, 2026
| "Path selection penalty added to a nav area each time a bot dies moving through that area.", true, 0, false, 0); | ||
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| ConVar neo_bot_path_reservation_onstuck_penalty("neo_bot_path_reservation_onstuck_penalty", "10000", FCVAR_NONE, | ||
| ConVar neo_bot_path_reservation_onstuck_penalty("neo_bot_path_reservation_onstuck_penalty", "1000", FCVAR_NONE, |
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When working on ladder climbing, I noticed that the previous penalty cost was so heavy that bots would fail to climb a challenging ladder a couple times and then never touch that ladder again for the rest of the match. So I figured toning down this penalty was warranted.
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- 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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