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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://awakening2.planetquake.gamespy.com) 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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CUSTOMISING THE BOTS
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The AwakenBots can be customised to your own playing tastes using the bot configuration file. By default, this is called "bots.cfg" and is found in the "\awaken2" directory. (This can be changed if desired - see the "\docs\readme_cvars.txt" file). The entries needed for each line are (in order):

Name			(wot it sez)
Model			(model/skin)
Combat Skill		(0..9)
Aiming Accuracy		(0..9)
Aggression		(0..9)
Primary Weapon		(1..14)
Vertical view range	(0..180 degrees)
Horizontal view range	(0..180 degrees)
Camper?			(0 = no; 1 = yes)

For the numerical parameters (like combat skill), higher values are better. The primary weapon numbers are listed below. The bot will use this weapon first if they have it.

Chainsaw		1
Desert Eagle		2
Gauss Pistol		3
Jackhammer		4
Mac-10			5
E.S.G.			6
C4 Explosives		7
Tractor-Beam Traps	8
Rocket Launcher		9
Flamethrower		10
Railgun			11
Shock Rifle		12
Disc Launcher		13
Anti-Grav Manipulator	14

The file "bots.cfg" has 5 example bots listed in it. Modify it to your heart's content, up to a maximum of 50 bots. If the file contains less than 50 bots, the remaining ones will be generated randomly for each game to make up the master list.


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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.
