UT3 Bombing Run features

While not a full list, here is a list of some of the more important features in the game.


-Advanced Setup Screen and Customizable game

The main game settings can be configured via a settings screen.
Settings can be made on a per map basis if desired, so that a single server can host many different styles of games.
Mutators can be turned on or off.
Admins have remote access to settings screen during Online play.
Game can be customized in a wide variety of ways.
Many stock ut things can be altered without need for mutator, such as hoverboards, translocators, multi jumps, dodge jumps, gravity, jump height, etc.
Two stock themes exist for ball launcher and ball: regular and necris


-Revamped scoreboard

Scoreboard reformatted to support 32 players.
Scoreboard shows number of players on each team.
Scoreboard always lines up the teams evenly for easy team comparisons.
Showboard always shows all information, even with 32 players.
Scoreboard shows kills, deaths, net, ping, connect time, 'Bot' for bots, 'not ready' signal, and bot skill level.


-Customizable and moving goals
Mappers can totally design their own goals, giving each map a totally different look.
All visual elements, including size and shape, can be controlled by mapper.
Goals can be made to move, giving an extra challenge to the game.
Bots use dynamic pathing to find moving goals.


-Team colors and team possession
Ball and ball launcher use team colors.
Ball retains team color even when dropped to identify which team has control of 
the ball.


-Fanfare
Scoring is more dramatic than it was in the past, and is in the spirit of the idea of 
carrying a "bomb".
Mutliple explosions occur every score, and more upon winning score, marking
the utter demise of the losing team.


-Advanced Bot AI

Bots use Dynamic Pathing which enables them to find places without the use of path nodes.
They detect both horizontal and vertical blockages and navigate around them.
Various pathing fallbacks in place so they find their way to places even when pathing breaks.
Reachspec evaluations are adjusted to fix broken paths.
Detect situations being stuck like being frozen and looping back and forth.
Use special moves such as jumping in order to resolve pathing problems.
Know how to use low gravity and quad jump.
When jumping, bots using precise steering to get them to target without drifting.
Advanced soaking algorithm detects the stage of breakdown a bot is at when failing to reach a place and getting stuck, 
 and based on stage makes bot takes appropriate action, such as using dynamic pathing, special move, going to a random place, 
 going to a place near the objective instead of continuing to try to directly reach objective, and etc.
Use special moves such as jumping and forward dodging to reach objectives even if pathing is not breaking.
 Results in reaching objectives faster and in a more dynamic way. 
 Bots rival humans in their speed at reaching the ball.
Able to reach ball even when it's been shot up into a very hard to reach place.
Able to play maps where in prior br they just froze or ran around, such as BombingHoops (usually high up goals broke all bot behavior in prior ut br).
Bots use ball boosting both for scoring and for defense.
More intellegent passing.
They don't pass ball backwards.
They don't hog ball.
Pass to teammate ahead of them very readily.
Will pass the ball forward in order to use their weapons, even if an enemy is not directly in front of them.
Can jump and shoot at goal dynamically in any situation from anywhere without needing a special actor like a ShootSpot.
Use special moves to score such as shooting while in mid air, jumping first at goal and then shooting when close enough, etc.
Will find the optimal place in front or under goal from which to jump or shoot score.
Can also handle goals which are positioned horizontally instead of the usual veritical.
Recognise situations where they need to shoot a score instead of jump, such as failing health.
You can order a bot to give you the ball. Order 'Cover me' and they will always pass the ball to you.
You can order a ball running bot to stay in one place until you are ready for it to move onward. Order 'Hold this position'.
Maintains wide perimeters around the main objectives and keep them secure, moving freely all about the area, both in defensive and offensive modes.
Moves directly to enemy goal to receive a pass and score, and yet while waiting will still keep falling back to keep their perimeter area covered.
 Will move freely in and out of small base areas to keep inner and outer areas secure while waiting for the ball.
Recognise team possession of ball, so that if a team member has purposefully dropped the ball and yet is still near it, the bots will not pickup the ball but instead attack base.
Use killzones to reset ball.
Lobs ball away from home base.
Are aggressive in seeking out ball runner, even using low grav and mult jumps to pursue and dog fight enemy ball runner in air.


-Miscellaneous

Supress bots from killing immediately after spawning.
Decrease voting time when only one player.
Minimap radar shows position of all members of your team.
Can leave end game menu and go back to winner pic.
can switch teams freely.


-Improved ball handling

Ball is more accurate in flight path, both when shot regularly and when pass locked, now possible to easily make shots which previously were overly difficult or impossible.


-Old style feel

BR is a fast paced movement oriented game, so things like gravity and jumps have been adjusted so that the game feels more like UT2004. 
This can be adjusted or turned off in the game settings screen.


-Enhanced Spectate mode

when spectating you can specatate any player or objective and move the camera to any position and angle. 
Spectating ball very useful, as it keeps spectator in center of action.
Camera stays locked in relation to what you are spectating, so you can keep the camera facing towards a player, bird's eye view, behind view, etc.
Admins can spectate on the fly without leaving game.


-Warfare power node support

Standalone warfare power nodes can be placed in map just like for warfare, making br games highly customizable.
Can have side objectives beyond the normal objectives.
Nodes can unlock warfare player starts and vehicles.


-Vehicle support

First br to support use of vehicles.
Option to carry the ball in any vehicle.
Can score in a vehicle.


-Advanced pathing support

The addition of a new actor called UTBRPathNode, which extends the standard UT PathNode actor,
allows a mapper to use advanced pathing.

Some of the features are:
 -Assault paths, paths which bots prefer to follow
 -Approach paths, paths which bots always follow, which override other pathing, to resolve bad pathing situations where normal pathing fails
 -Forced paths, the exact route, point by point, can be defined
 -Random paths, specifying a chance percentage that a bot will choose a path
 -Trigger areas, specifying a path to follow once a bot enters a general area
 -Loose paths, bot travels from one area to another, but not on a set path, using whatever route it chooses
 -Dynamic paths, causing a bot to travel from point A to point B using dynamic pathing, so that bot automatically
  routes around blockages and other difficulties
 -Air paths, the nodes can be laid out in the air to give bot routes through the air, such as when jumping in low gravity
 -Special moves, forcing a bot to a place using dynamic pathing which requries special moves such as a quad jump
 -Special path weighting, many path weighting fields available to rate paths with, including ability to shorten path weights

