Feralidragon wrote:It's looking like a very interesting map, especially around the way you're texturing it and placing all the containers on top of each other, it already feels very atmospheric.
Usually it's advisable in some "middle of road" (between flags or closer to middle) unless bot is returning and taking the smaller route if is closer to respawn zone - touching AlternatePath and following the same shortest road - useless case. From such an AlternatePath Bot will go using the shortest road to target (whatever Flag), that's why such points should be far away, at boundary parts of roads in order to make them to follow in a better way those alternate roads. Their usage depends on how are paths generally, unreachable AlternatePaths are discarded. You can do tests here using 100+ times said RememberSpot and ShowPath commands. Put visible signs in map (decorations) in those points that needs testing, move there in game, set RememberSpot and then scan routes with ShowPath from spawn location. If nodes are not with "JumpSpots" but simple routes build from PathNodes, this sort of check is useful to figure how is moving Bot. XC_Engine will unlock routes through JumpSpots as well - useful for advanced testing. For Paths generally take in account a simple hint: Bot should be able to reach a node and to camp there if wants (touching the center of node and making that point "taken"), that's a reachable route mapped well by Editor.fudgonaut wrote:PATHING QUESTION 4: Does it matter where an AlternatePath is placed along a route? Does it have to be at the start of a route, or can it be anywhere along the route?
sektor2111 wrote:LiftExit PainPath LiftExit (all three having the same LiftTag defined) - this is a "brute force" where you can simply test if Bot is able to climb a ramp or will loop there trying to get to the next point.
According to the code of PainPath (what extends LiftCenter) the only difference to LiftCenter is the handling of the Zone's DamageType if it has bPainZone=True. If you put a PainPath in a normal zone it should work exactly like a LiftCenter.papercoffee wrote:I thought LiftExit LiftCentre LiftExit will do the trick.
B = Bot(Holder);
if ( B != None )
B.AlternatePath = None; //Reject a potential AlternatePath previously sorted because I went carrier
if ( FRand() < 0.5 ) //around 50% for an AlternatePath
//All sorting formula .... bTwoWay ... etc
if ( FRand() < 0.8 ) //bigger chances
for ( N=Level.NavigationPointList; N!=None; N=N.nextNavigationPoint )
if ( N.IsA('AlternatePath') && (AlternatePath(N).team != B.PlayerReplicationInfo.team)
&& !AlternatePath(N).bReturnOnly )
function bool FindPathToBase(Bot aBot, FlagBase aBase)
if ( (aBot.AlternatePath != None) //If Bot has an AlternatePath sorted
&& ((aBot.AlternatePath.team == aBase.team) || aBot.AlternatePath.bTwoWay) ) //and if it's matching team or ... a two-way one (no team in here)
if ( aBot.ActorReachable(aBot.AlternatePath) ) //If it's immediately reachable
aBot.MoveTarget = aBot.AlternatePath; //Move there
aBot.AlternatePath = None; //and remove it - Bot keeps moving to MoveTarget previously assigned
aBot.MoveTarget = aBot.FindPathToward(aBot.AlternatePath); //If not reachable find path to this AlternatePath
if ( aBot.MoveTarget == None ) //If no path (MoveTarget) returned
aBot.AlternatePath = None; //Reject AlternatePath
aBot.MoveTarget = aBot.FindPathToward(aBase); //And try to find Path to whatever base according to attraction function called by Bot
aBot.MoveTarget = aBot.FindPathToward(aBase); //else find path to base with any matter
return (aBot.bNoClearSpecial || (aBot.MoveTarget != None));
fudgonaut wrote:Not high on my list right now, but eventually I want to add smoke (large, slow, puffy grey) to the smokestacks. I noticed some maps using SmokeGenerator but I have not found any tutorials on its use. Is this the right actor to use in that situation?
sektor2111 wrote: Look for paths with a single line
That can be the key, yes. AFAIR Bots cannot use the same height of stairs as player can.fudgonaut wrote:the best course of action is to re-work stairs geometry in a test map until the bots can use them
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