Welcome to tutorial 5
I have intentionally broken this map to show you how the lost bots can still some what navigate the map without getting stuck.
I also did it to illustrate  a new bot ability , Climbing ladders!

The green area now has no path nodes,
The red lines show the intended path node flow,
and the blue lines represent ladders.
When you run the demo, watch them, they still seem to navigate the map with out getting stuck or lost.
Get the demo here :

First off lets do a little bit of tweaking,
I made all the speeds of the bot  more relative,less chance of the bots bumping each other off the map now.
(for the final map we will have a roof to keep the bots in)


I have also added a quick ladder like the ladder shader that came with GTK radiant years ago for quake 3 maps.

Just give any non-ghost mesh a "ladder" property and the bot will now climb up it when he comes in contact with it.
Here is the simple tweak I made to the bot:
 
(blender game engine rules! this was very easy to add)
the local 1 +y sucks the bot forward into the ladder,
and the local 5 +Z makes him go up
Here is how to get him to climb it.
It is all in the path node placement
here is a top down view:

Notice the ladder in the center of  node 2 and node 3,


You may have noticed that sometimes the bot looses the node count, and gets trapped inside a path node.
As a quick work around I added a global Jolt to make all the bots force a  node change every 10 seconds
The bot spawn holds the timer with the "jolt" property (with the D ticked for debug).


here is the simple logic:


the property sensor watches the property"jolt" when jolt is between 10 and 99999 seconds,
It broadcasts the message "addnode" to everything in the game.
then it resets the Timer property "jolt" to 0 so it loops forever between 0 and 10.

Here is the bot logic addition:

In a nutshell,
when the bot receives the message "addnode" OR the impatient mapper hits the Space bar,
it will subtract -1 from the all bots node counter.
This will knock them out of the spin loop.
Collision with other bots also let them out of the loop.

In future tutorials, I will make this jolt happen to the bots when the player fires the weapon.
it will give the illusion that the bots hear the sound report, and change their agenda.
it will also make the monster that the player is aiming at seem to dodge the bullet .