That's more like a "PickLocalInventory" call rather than a FindPathToward thing, here is about traveling between flags.
Okay, so... which means in those points you need combos or forced links using XC power. You can PM me a small stair zone and I'll throw it back to you with what I recommend and you can do testing - don't forget that Bot in CTF might translocate, DM "Impactjumping" and such. If XC did not link them, definitely Original editor's devs won't do that - it's brute-force time. Put paths in map with Editor and then take a look with XC, probably it will show those missing links too. By using XC in Editor you can still use Original dev path with command "paths define" - that's Editor not XC. XC will have "Image" about this task, solution means... two solutions...
Edit: A confirmation (I already deducted that but now I have image)
This is BAD connection in one-way not navigable from another zone of map. See arrow, it's only one:
And then my version:
Your sample:
Code: Select all
Specs: +++++
oooooooooooooooo: oooooooooooooooo
Specs: PlayerStart0 - UpstreamPaths[0]=0 Start=InventorySpot10 End=PlayerStart0 RFlags=Jump Walk =9 Dist=472
Connected: InventorySpot10 to PlayerStart0.
NoReachFrom: PlayerStart0 to point 0 which means InventorySpot10
Specs: +++++
Specs: There isn't any connection starting from PlayerStart0.
oooooooooooooooo: oooooooooooooooo
Specs: InventorySpot10 - Paths[0]=0 Start=InventorySpot10 End=PlayerStart0 RFlags=Jump Walk =9 Dist=472
Connected: InventorySpot10 to PlayerStart0.
Specs: +++++
Specs: No NavigationPoint heads to InventorySpot10. If a route passes through, if won't be usable.
Specs: ReachSpecs Flags summary:
Flg: R_WALK = 1
Flg: R_FLY = 2
Flg: R_SWIM = 4
Flg: R_JUMP = 8
Flg: R_DOOR = 16
Flg: R_SPECIAL = 32
Flg: R_PLAYERONLY = 64
Code: Select all
Specs: +++++
oooooooooooooooo: oooooooooooooooo
Specs: PlayerStart0 - UpstreamPaths[0]=1 Start=InventorySpot10 End=PlayerStart0 RFlags=Jump Walk =9 Dist=472
Connected: InventorySpot10 to PlayerStart0.
oooooooooooooooo: oooooooooooooooo
Specs: PlayerStart0 - Paths[0]=0 Start=PlayerStart0 End=InventorySpot10 RFlags=Special =32 Dist=500
Connected: PlayerStart0 to InventorySpot10.
NoReachFrom: PlayerStart0 to point 0 which means InventorySpot10
Specs: +++++
oooooooooooooooo: oooooooooooooooo
Specs: InventorySpot10 - UpstreamPaths[0]=0 Start=PlayerStart0 End=InventorySpot10 RFlags=Special =32 Dist=500
Connected: PlayerStart0 to InventorySpot10.
oooooooooooooooo: oooooooooooooooo
Specs: InventorySpot10 - Paths[0]=1 Start=InventorySpot10 End=PlayerStart0 RFlags=Jump Walk =9 Dist=472
Connected: InventorySpot10 to PlayerStart0.
Specs: +++++
Specs: ReachSpecs Flags summary:
Flg: R_WALK = 1
Flg: R_FLY = 2
Flg: R_SWIM = 4
Flg: R_JUMP = 8
Flg: R_DOOR = 16
Flg: R_SPECIAL = 32
Flg: R_PLAYERONLY = 64
For first image Credits goes at Epic and...
Gorgeous Credits goes at Higor for second image.
EDIT2: Query thing
@fudgonaut - feel free to upload here as samples for curious mappers those two "mini-maps" which I sent you if you want.
First was Using stock combos Nav.Points but using XC builder for all links.
Second was using PathNodes but declaring forced links for XC builder where default strategy does rejections even if area is navigable.