Making Bots Work With Your Map

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After making a map in the Level Editor, the AI bots in Awesomenauts will not function without adding AI nodes and paths.

This section informs you on how to make the default Awesomenauts bots work with custom maps.

Adding AI Nodes, pathing edges and Named Areas
Before starting, it is recommended to open a Template level with AI objects, like TemplateLanes, and explore the settings. Enable "AI objects" in the editor to show them. The second checkbox allows you to change them and move them.

To add your own AI nodes, simply cycle throught the creation list till you find "Create AINode". Click it and a node will appear on screen. Like any other object, you can also copy-paste nodes using cntrl-c and cntrl-v. Leave the variables alone for now. These nodes will be used by the AI bots to get from one point to another.

To add AI path edges, select two AI nodes (hold cntrl) and click the following icon in the editor:

A line should appear between the nodes. Now the AI bots will know that taking a path between these two nodes might be an option for them.

Named Areas are also used to help the AI bots know what to do. Specifically they tell a bot where they are and allow for forced behaviour. Enable "Named areas" in the editor to show them in the Template maps. To add a new one, cycle throught the creation list and click "Create NamedArea". These can be named to enforce certain behavious. A reference to all used names is in the section below.

Starting the level with only some nodes and path edges still is not enough. Try it and bots will most likely get stuck quickly. Nodes and areas will need to have the proper names.

Naming AI Nodes
AI nodes need names in order for the AI to understand which node to path towards. You can give a node a name by selecting it and filling in the "name" variable.

Here is a list of the most relevant names for AI Nodes and their function. '''Some names end with _0, this means this node is for the RED side of the map. Change it into _1, will make it work for the BLUE side.'''

These nodes are essential to any proper AI supported map:

Other useful node names:

AI Path Edge variables
AI Path Edges can also be selected. They have a set of variables that can be changed to change the behaviour of bots further. Here are the variables, their possible values and function.



Named Area names
Named areas are essential to making the AI work well. Like before, it is recommended to check out the Template levels before adding any to your own map. Here is a list of names for most Named areas and their functions. '''Some names end with _0, this means this node is for the RED side of the map. Change it into _1, will make it work for the BLUE side.'''

These Named Areas are essential to any proper AI supported map:

Droid AI specific named area names:

Other useful named area names:

Final pointers

 * Do not touch the uniqueID variable in a AI node. Duplicate IDs will break the AI. Same applies for duplicate names.
 * Make sure all AI nodes are connected.
 * If an area has no Named Area box, you are most likely missing some boxes.
 * With custom AI's, you can easily make bots react to your own Named areas.
 * There is an "ideal distance" between nodes, the next node should be reachable through a simple action (for example: walk left + jump).
 * For a better understanding of how bots use nodes to move around, Joost wrote a detailed blog post about it.
 * Trial and Error is the key to success!