TAB Bot:

v0.0.5b4:

 - various behavioral upgrades

 - improved waypoint routing for Korriban

 - bots now defend/attack siege objectives in random order.  However, the bots need a little help to do that.  When objectives have to be completed in order (like destroying the valley door before capturing the crystals on Korriban), you need to mark them as such in the .siege for that map.  
	To do so, add the "DependsOn1 <whatever objective number must be completed first>" varible to those objectives.  NOTE: You only have to mark this on the objectives of the attacking team.  The objective pre-reqs for the defenders are assumed from the attacker information.
	If there are more than one prereq for an objective, you can also use DependsOn2 thru DependsOn6. 

 - Added support for Hoth and Desert.

 - WPFLAG_FORCEPUSH (p) Changes - This now also makes bots attempt to press nearby buttons or hack doors.  If there's a hackable door but the bot can't hack it, he'll try to destroy the control panel if that's an option.

 - Siege Class auto switching - Bots automatically pick the classes nessicary for a job if noone else can currently do it.  In addition, bots will attempt to keep the siege classes balanced when they join the game.

v0.0.5b3:

 - New WPFLAG_JUMP behavior - bots will now jump to jump waypoints even if the startpoint is higher than the the waypoint.  This is so you can jump across level grounded gaps. 

 - new waypoint flags (these only apply to the TAB Bots):

	WPFLAG_DESTROY_FUNCBREAK (q) - Before moving to this waypoint, destroy any local breakable objects
	WPFLAG_FORCEPUSH (p) - Before moving to this waypoint, Force Push any local func_doors (buttons)
	WPFLAG_FORCEPULL (o) - Before moving to this waypoint, Force Pull any local func_doors (buttons)
	WPFLAG_BLUEONLY (b) - only bots on the blue team will be able to use this waypoint.
	WPFLAG_REDONLY (r) - only bots on the red team will be able to use this waypoint.

 - TAB Bots are now able to get to attack to final objective of Korriban.  Able to defend all.

 - TAB Bots can now actually join into siege games already in progress instead of just staying in spectator mode.


v0.0.5b2:

 - Advanced Waypoint Navigation System - Using computer science's best known real time pathfinding system, the A* Algorethm, TAB Bots take the shortest possible waypoint route to get to where they want to go.

 - Fix for the bots not clicking ready at game intermission.

 - Bots use Katas.

 - Three tiered AI structure

 - text based bot ordering system

 - system designed to be portable and modulated. You can even have the TAB Bots in the same game as the original JKA bots

Commands:

(bot) attack - go into general search/destroy mode.
(bot) attack (player) - search and destroy given player.


----------------------------------

Attachment (Loved Ones) Levels:
1 = Gets upset when loved one dies.
2 = Can't attack loved one in non-team gametypes.



hatelevel - Determines the maximum revenge/hate level this bot can have when loved ones die multiple times.  The higher the revenge level the better accuracy this bot has against their revenge target.  However, this also sets the level at which the "Hatred" message is played for the death of loved ones.  This basically means that higher hate levels result in the bot getting angrier towards players that kill their loved ones.

accuracy - Sets the number of degrees bot can aim off by. Lower value == better aim.  In addition, it is used for determining if the bot will lead the target or not.  Less than 8 == never not lead.


Force Powers:

Basically, right now the bots are freakin' Force Idiots.  They automatically try to use the Force whenever possible.


Bot Messages:

Died - Killed by a non-loved one.

Hatred - Played when someone just maxed out this bot's hatelevel by killing one of its loved ones.

Killed - Killed a player.

KilledHatedOne - Killed an enemy that you were seeking revenge on.

KilledOnPurposeByLove - Killed by a loved one that doesn't love you enough to not attack you.

LovedOneKilledLovedOne - One of the bot's loved ones was killed by another one of its loved ones.


====================================
Waypoint Routing Maps to use TABBots
====================================

Anyway, to get them to work on a map, just use the waypoint editor like you'd normally would.  The main difference in waypoint useage is that the TABBots take the shortest route (or something close to that) to their desired destination.  As such, they don't simply follow the loops sequencially like the normal bots.  You can create multiple path branches that the TABBots will actually use.  

However to have the TABBots recognize that a sequencial number isn't on the same route as it's sequencial neighors, the waypoints must be a decent distance apart.  I beleive the current setting is that they have to be 100 ingame feet away from each other.  For example, let's say that waypoint 50 is the end of a path leading to the flag and waypoint 51 (the next one placed) starts a completely seperate route from a teleporter to a piece of ammo.  Waypoine 50 and waypoint 51 must be at least 100 feet away from each other for this to work right.

Finally, due to the code used to determine routing, it's very important that all waypoints can be reached  from the rest of waypoint grid.  Having unconnected waypoints/routes will result in pretty massive game slowdowns whenever the bot's target destination is closest to one of those points.

