Yeah - that is one of the issues that will have to be solved once it goes ZScript - you're right they do not currently respawn, however you can turn on force respawn (at least for the test).
The reason they don't respawn is because all the ZCajun code is gone that used to make them do that on their own.
Add CVAR to disable ZCajun bot AI
Moderator: GZDoom Developers
Re: Add CVAR to disable ZCajun bot AI
While neat as a proof of concept, I can't say the mod's code should be integrated directly into the engine as-is - what with the outdated DECORATE-ACS practices and whatnot.
It would be better to cleanly reimplement everything from scratch, bit by bit; using the mod as a reference/inspiration.
Most of the heavy lifting should be done on the engine side (stuff like navigation, nodes, etc), with some convenient overrides exposed in ZScript for modders to customize.
It would be better to cleanly reimplement everything from scratch, bit by bit; using the mod as a reference/inspiration.
Most of the heavy lifting should be done on the engine side (stuff like navigation, nodes, etc), with some convenient overrides exposed in ZScript for modders to customize.
Re: Add CVAR to disable ZCajun bot AI
That was the plan.
As I said before it was going to be rewritten using ZScript anyway, so that is definitely on the roadmap.

Re: Add CVAR to disable ZCajun bot AI
Forgot to ask, are you planning on keeping nodes, not only as something generated and used internally by the bots like ZCajun did, but also loadable by modders manually if desired?
I mean, as long as the automatic generation is good enough, I don't mind that much seeing that feature go, but mostly just curious.
I mean, as long as the automatic generation is good enough, I don't mind that much seeing that feature go, but mostly just curious.
Re: Add CVAR to disable ZCajun bot AI
I plan to yes, but we'll see how things go when I get into it, I can't make any promises.