All I have to say paths-net here is badly messed up - map has design and it's a waste. But I'm not sad, Assault it's not my game, if I well recall I deleted all stock Assault maps from my private playground. If some day I'll turn this into a DM all Navigation will be reconstructed in a limited range.
MapGarbage it's the story teller
Code: Select all
Jerks: Node swJumpPad5 generates a very small path. Jerks: Node LiftExit10 generates a very small path. DistancesListing: ====== Paths lenght report reachSpecs based ====== RangeInterval: - Length 50-200 UU = 577 Paths; RangeInterval: - Length 200-400 UU = 1593 Paths; RangeInterval: - Length 400-600 UU = 776 Paths; RangeInterval: - Length 600-800 UU = 387 Paths; RangeInterval: - Length 800-1000 UU = 245 Paths; RangeInterval: - Length 1000-1250 UU = 0 Paths; RangeInterval: - Length 1250-1500 UU = 0 Paths; RangeInterval: - Length 1500-1750 UU = 0 Paths; RangeInterval: - Length 1750-2000 UU = 0 Paths; RangeInterval: - Length > 2000 UU = 0 Paths. ScriptedDeduction: Interval 600-800 UU having 387 paths might be desired Scan Range. ScriptedDeduction: Missing paths can be covered with intermediate Nodes. OftenSeen: From 3578 paths checked, the most of paths were in range 200-400 UU with 1593 paths. Desc: Current stats data won't be accurate at all in maps with custom paths having various user made reachSpecs or Desc: using a wide range of paths lengths. Decreasing Range in certain cases will gain lost links. DescJunks: Short paths under 50 UU aren't very useful. 2 paths might need to be moved or excepted. DescJunks: The presence of many such paths shows overcrowded spots which might need to be optimized because this DescJunks: is producing useless junk data. Skipping: 464 paths were skipped being LiftCenters always having 500 UU and InventorySpots which usually are having Skipping: really small paths and results are not very relevant from them for establishing Scan Range.
Either way removing nodes very closer having same reachable options and covering map mainly with 1200 UU paths. Extra paths can be wiped manually with PathsLinker if map supports a trip through 227 without to ruin textures...