FallDamage can be reduced correctly to a minimum Level - such as 5 - 10 points.
Jumping from a high ground is a problem in 2022 ? It never was !
I must find a guy speaking English perfectly (and maybe not only English) which would be willing to help me in writing some pathing tutorial because... it looks like what Polge said perhaps it's in
Birdish language or something like that... Let me see:
- Fake Warps by Buggie - connects a path between two points doesn't matter where they are;
- FV_LinkedPoint by Higor - does the same thing but happily destroyed by some lousy TeleporterfixXXX mutator which is just ruining routes;
- Original Combos by Polge - these are having a large applicability but not everyone can do their settings because - probably their keyboard has malfunctions;
- XC stuff by Higor - linking paths on demand is doable after reading a bit about these assets;
- XC_PathsWorker - generating all sort of ReachSpecs exactly as user wants (more or less logic).
Miscellaneous:
Intro - I learned that sometimes UT Editor is more dumber than an amoeba. As result, you can fool it in the most funny ways - you'll have good laughs at random, if we are talking about creating Paths using Editor and not human defined ones - because this is possible too now days.
Results:
- you can put Your Nodes for getting connected, and you can move them post-pathing how you want generating desired One-Way paths to spots where usually paths aren't created;
- you can get rid of SOLO jumpspots connected to nowhere - not connected more exactly;
- you can use FAKE Water-Zones or temporary Water-Zones which will always deliver R_Swim* paths used by Bot because... Bot can actually swim if memory doesn't cheat me.
(Un?)known problems:
- if indeed zone has some miserable gravity affecting movement and engine is forced to work against itself when it calculates Bot's movement;
- if geometry has narrow spots with columns where jumping requires a very precise landing;
- Holes heading to a lower Node but jumping results in a total failure - some stock maps are having these "examples";
- other physical obstructions where Editor does... PATHS, impossible to be used - Yes, it does this;
- mappers not knowing that a Combo is a Two-Way route not One-Way and it needs at least 3 Nodes not 2;
- differences between a Red Path and a Blue Path - and between a Fake Blue Path and a True Blue Path - I sampled in forum such AlarmPoints unused because of Fake Blue Paths;
- big UNR files (aka maps) where DevPath
slash Engine does a total rejection going over boundaries in less than an eye blink;
- A big number of combos chained will deliver a very long route with an insane navigation Cost/ExtraCost and so it has all chances for getting turned into a Blocked Route similar to what BlockedPath does to a Route (not to a Spot) and it might do a Slow-Down added to route calculus because of UScript handlers involved;
- Other problems ?
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*R_Swim = a ReachSpec where Navigation requires Swimming capability - known by enemies friends as
Required Swimming - bCanSwim = True for Pawn route seeker.