Acebots for gunrace
===========
to enable bots, in grunrace.ini, remove  //  from  //enable_bots
by default 4 bots will load automatically. these are stored in the gurace/_bots.tmp file
after the map has loaded you can add/remove bots to suit your needs
if you want to play gunrace bots with your custom maps it is best to create custom rout files, using debug mode. see below



===========
config bots
===========
bots are stored in _bots.tmp. this file will be loaded at the start of map load.
using the "sv addbot" or "sv removebot" will update/save the _bots.tmp file

addbot
----------------
sv addbot					(add a bot with name GRBot_x and a random skin)
sv addbot Thug_bot				(add a bot named Thug_Bot and a random skin)
sv addbot Thug_Bot "male_thug/009 031 031"	(add a bot with specific name and skin)

removebot
----------------
sv removebot Thug_bot				(removes a bot called Thug_bot)
sv removebot all				(removes all bots)
sv removebot single				(removes the last bot added. only one bot gets removed)


auto route and save
-----------------
"sv_botpath" 1 		(use human movement to add nodes and join path's.) default=1 enabled.
"sv savenodes"		(save node file. default is to save at map end)


===========
Developer
===========
bot nodes/paths are created by default as a player moves around a map.
they can be viewed and edited using these commands

"sv botdebug"   	(allow all developer commands. see below)
----------------
"addnode"    #		(add node type # to current players xyz)
"removelink" # # 	(nodeFrom nodeTo. will remove a link between nodes)
"addlink"    # #	(nodeFrom nodeTo. will add a path between nodes)
"showpath" #		(shows path from node # to the closest node. -1 disables)
"findnode" 		(shows closest node. location/origin)
"movenode"   # # # # 	(node #number then new #XYZ. if no xyz specified, will use players current location)
"localnode"		(will display upto 20 nodes surrounding you. disables showpath)


addnode #
----------------
0 = NODE_MOVE		(move)
1 = NODE_LADDER		(ladder)
2 = NODE_PLATFORM	(not needed)
3 = NODE_TELEPORTER	(not needed)
4 = NODE_ITEM		(not needed)
5 = NODE_WATER		(bot will goto surface)
6 = NODE_GRAPPLE	(ToDo:     )
7 = NODE_JUMP		(tells bot it needs to jump to get to this location (from previous node))


rebound keys # for "addnode" (these are auto bound to keys when debuging)(addnode #)
----------------
KEY 5=WATER 	(not needed)(#5)
KEY 6=LADDER 	(place one on top and bottom of ladders)(#1)
KEY 7=JUMP	(needs to be added where player will jump to/land)(#7)
KEY 8=findnode	(locates closets node. then binds key9 to this node)
KEY 9=movenode 	(stored from using key 8. will move the note to current location **note** use key with caution)
KEY 0=MOVE	(the default node for a bot path)(#0)

note: when placing a jump node. make sure they are at the destination(landing)


=========================
making custom rout files
=========================
It is best to create custom routs the first time a map is loaded. 
you will need to delete the \nav\mapname.nod if you want to rebuild an already played map


example 
----------------
map kpdm5	(type in console)
sv removebot all(type in console)
timelimit 0	(type in console)
sv_botpath 0	(type in console) this disables automatically generating paths. its can be enabled to do the following steps but it might get messy 
sv botdebug	(type in console) this enables extra debug commands
localnode	(type in console) this displays nodes as a model and the path a node is linked to (from where you stand)

walk around map placing NODE_MOVE(shortcut key 0) and NODE_JUMP(shortcut key 7) where required. see notes below
		These should be placed around objects bots may get stuck on.(sv_botpath 1 may link through walls if nodes are not close enough)
		eg at sharp corners, around crates etc.. so bots can navigate around obstacle
		if there are ledges you want bots to walk of, place a node on the very edge(nods need to see each other to link)


sv_botpath 1	(type in console) enable auto botpath
walk around map (this automatically creates links between the nodes. new nodes will be created if they are to far apart.)
sv savenodes	(type in console)
localnode	(type in console) turns off local node and shows bots current long range path
sv addbot	(type in console) play test with a bot.


jumping
----------------
if you want bots to jump. like jumping to the heavy armour in kpdm5
	place a NODE_MOVE(shortcut key 0) from where you want bots to start jumping from.
	jump to the desired location and place a NODE_JUMP(shortcut key 7)


ladders
----------------
While standing at the base of the ladder, add a NODE_MOVE (shortcut key 0).  make sure you are standing on the ground
auto botpath will link to ladders ok but bots will jump from NODE_MOVE to NODE_LADDER. the closer the better the bots will mode


trigger_push
----------------
jump nodes will be added to the centre of jump pads but do require you to place a jump node where you expect to land.
this lets bot navigate to items via the trigger_push 



moving/relocating nodes
----------------	
if you find a node in the wrong location it can be moved. stand on top of the node and press key 8. move to the desired location and press key 9
try not to move them to far if it already has a path/rout connected to/from it. or use the "removelink" command to fix






===========
legal
===========
The ACE Bot is a product of Steve Yeager, and is available from
the ACE Bot homepage, at http://www.axionfx.com/ace.

This program is a modification of the ACE Bot, and is therefore
in NO WAY supported by Steve Yeager.

This program MUST NOT be sold in ANY form. If you have paid for 
this product, you should contact Steve Yeager immediately, via
the ACE Bot homepage.
