Our movement in the last recipe was very random, but we didn't have much control over where the bot went. With PathNodes, we can have precise control over where the bot can and cannot go.
We'll start by creating an AI Controller that allows our bot to wander from PathNode to PathNode in the order they were laid on the map.
Open your IDE and prepare to create a new class.
We've covered some simple AI up until this point, but now we want to take advantage of the PathNodes we've laid on a map. In this recipe we'll have our pawns maneuver the map using the scripts we've written.
PatrolNodeBotand have it extend from
UDKBot.We're extending from UDKBot because ...