Some common newbie mistakes
Picture 1 - Placing unnecessary waypoints

The waypoint in the middle of the window was probably
set with the intention to help the Bot with navigating
through it. However it results in the opposite. If the
Bots have a clear Line of Sight to another waypoint
they assume there won't be any obstacle in the way.
It would be better to delete the waypoint in the window
and just connect the waypoint in front of the window
with the one behind it.
Picture 2 - not fitting Wayzones

Look at that biiig wayzone assigned to this waypoint.
If a Bot tries to walk over this foot-bridge he will
almost 100% fall down into death because he would think
even the free space beside it is walkable. For precise
movement a wayzone radius of 0 should be assigned instead.
Picture 3 - No connections between Waypoints, bad
ladder waypoints

First, the connection from the normal waypoint isn't
the best. It is better to have the angle of approach
set in a more straight angle. But the really bad error
is that there's probably no connection from the ladder
waypoint to the normal waypoint above. Let's take a
look down from the upper waypoint:

Yes. It's even worse. There's a one-way connection
from the upper waypoint to the ladder waypoint (at an
angle where the Bot won't use the ladder resulting in
broken legs), there's no connection from the ladder
waypoint to the top and worst of all would be the only
Path Bots could take to reach this position. Playing
with such waypoints would result in Bots circling around
a single waypoint just because the waypointer forgot
about connecting them. Simply manually connecting the
ladder waypoint with the top waypoint would get rid
of the problem.
Picture 4 - Wrong Placement of Important Waypoints

Now look at this. Isn't it funny how peacefully the
Terrorist Important Waypoint, the CT Important Waypoint
and the Normal Waypoint co-exist at the same place ?
NO, it's not!
This map - cs_galleon - is a hostage map where the
Terrorist Team starts on the ship and the Counter-Terrorists
Team spawn somewhere else outside the ship. Having both
of the Important Points at the same place screws up
all tactical reasoning the Bots do and will just result
in Deathmatch Gameplay (if there even will be gameplay
then). So the CT Important Waypoint should be deleted
and be recreated at the CT Spawn Area or in the near
of it. In addition the CT Waypoint and the normal waypoint
are much to close together. More about this below...
Picture 5 - Bad approach angles for Ladder Waypoints

The normal waypoint in the front is connected with
the ladder waypoint in the background at an angle that
the Bots will almost everytime run either into the back
of the ladder or collide with the side of it. To make
it even worse the normal waypoint on the right is also
connected with the ladder waypoint (you can't see it
on the picture) so the Bots will get stuck everytime
they want to use the ladder (they don't know how to
manoever around backsides of ladders).. Luckily there
is a button at the left of the picture so if the Bot
heads off to press it, there's a chance he will approach
the ladder from a better side. The problem could easily
be solved by deleting the connection from the waypoint
on the right side to the ladder and by moving the front
waypoint a short distance to the left.
Picture 6 - Waypoints too close together

Besides that two waypoints at this close distance are
absolutely unnecessary, it will slow down the Bot (because
of the higher amount of waypoints) and furthermore will
do no good to the Bots Navigation and Collision Avoidance.
I'll try to explain:
The Bots have a hardcoded radius inside my DLL where
the Bot thinks he reached this precious waypoints. It
differs between types of waypoints, to stay at the example
picture normal waypoints are considered to be reached
when the Bot is inside a radius of 50 Units from the
center of the waypoint. To see what I mean with 50 Units
you could set a waypoint to a 50 Unit Wayzone by typing
'wayzone setradius 50'. Now in the example picture the
distance between the 2 waypoints is way below it, at
a rough guess I would say 16 Units. So what ? If the
Bot reaches Waypoint Nr. 1, he automatically thinks
(in the same frame) he has reached Waypoint Nr. 2 without
any movement which obviously is bad for precise movement.
Furthermore I'm post-processing the paths of the Bots
so when 2 Bots have the same waypoint as a goal I try
to find alternative waypoints. So if a colliding Bot
#1 wants to reach Waypoint Nr. 1, Waypoint Nr. 2 will
be a assigned to Bot #2 which leads to the Bots getting
stuck in each other very often. Avoid something like
this at all costs!
Picture 7 - No Waypoints at all !

I can imagine looking at this scenario that the waypointer
thought something like this: "Oh well, these Bots
are waypointed and I don't want them to move here so
I just don't set waypoints here and everything's fine".
This is wrong! It's true that POD-Bot uses waypoints
for basic movement so the Bots normally should never
reach this position in their normal navigation. But
it's totally different when engaged in combat ! If a
Bot is attacking/fleeing an enemy he doesn't use waypoints
but uses an unwaypointed navigation like Realbot for
example. So it could easily be the case that a Bot is
engaged at a position where waypoints are available,
moves backwards while fighting the enemy, finally kills
his enemy and stands at the position where I took the
screenshot. Now the Bot wants to switch back to waypointed
movement but can't find a waypoint in the near distance
and is stuck forever again. So a basic rule would be
to place waypoints even in areas where you doubt a Bot
will ever move to, you never know what could happen
in combat!
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