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GENERAL
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AwakenBots are computer-controlled opponents that simulate (very basically) human players. They can be used off-line if you want to play the mod on your own, or to test a map. They can also be used on servers to pad out player numbers for large maps. At present, the bots only work in FFA and Team-DM games.

These bots are a modified version of Maj.Bitch's Bitchbots, which are in turn based on Ponpoko's original 3ZBII bots (see http://ponpoko.tri6.net/3zb2/). Full credit must go to these coders for developing such terrific bots, and for the tutorial on how to add them to your mod.

The bots use a waypoint-based navigation system to find their way round a level - these are read in from a route file that needs to be specially created for each map (see below). They can play in a routeless level, but their performance is seriously degraded. See the Awakening II website (http://planetquake.com/awakening2) for route files that you can download.


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COMMANDS
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1) When running a game on your local machine, the commands are:

"addbots <number>"
Add in the specified number of AwakenBots.

"clearbots [<number>]"
Remove the specified number of AwakenBots (or all of them if no number is given).


2) When connected to a dedicated server, you can either use the server (via rcon), or operator commands. These are:

"sv addbots <number>"
"sv clearbots [<number>]"

and

"op_addbots <number>"
"op_clearbots [<number>]"


3) If you don't have rcon or operator access, you can call for votes to add/remove bots using the in-game menu, or by using the console commands:

"vote addbots <number>"
"vote clearbots [<number>]" 


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CREATING YOUR OWN ROUTES
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1) If you have an existing route for the map in question (check your "\botroutes" folder) and you wish to preserve it, then move it to a another folder.

2) Start the mod by bringing up a DOS command prompt and typing:
quake2.exe +set game awaken2 +deathmatch 1

Alternatively, you can run the file "awakening2.bat" in the "\awaken2" folder.

3) Activate route-chaining mode by bringing up the console and typing:
chedit 1

4) Restart the map (type "map <bspname>").

5) Roam around the map to build up the network of navigation waypoints - see below for advice on how to do this effectively.

6) If you want to remove the last 'n' waypoints, bring up the console type:
undo <n>

7) When your route-chaining is done, save it using the console command:
sv savechain

The data file will be saved in the "\botroutes" directory with the appropriate map name and a ".chn" extension (e.g. "q2dm1.chn").


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TIPS ON ROUTE-CREATION
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Maric is our resident route-creation expert - here is his advice on how to go about this:

Run about the map (unless you know it very well already) and get the flow and item placement pretty clear in your mind, then...

- From your spawn-in run from item to item, spawn pad to spawn pad as efficiently as possible.

- Then start adding jump-pads and elevators (you will have to cross paths here, which may cause some issues) by going up, finding a clear route down to the start point of the jump-pad/elevator, and then going up again and find a different route down to the same start point. Repeat for ALL of them.

- After all the major connective routse are run, I drop down from logical z-axis attack points, and work my way into "odd" places such as camp spots, strong points and so on.

- Just remember that if you fall off into space, or forget to connect a spot you jumped down from with a clear route back to the jumping off spot, the bots will do the same. To fix this, use the "undo <number of waypoints>" command to remove the last few problem points.
