Post
by sektor2111 » Thu May 26, 2022 7:37 pm
Nah, let's resume latest descriptions. DM-Agony is a stock map using ONLY stock assets - nothing added as extra-code - but you can look at original code - only for curiosity. Either way you don't need any walk through any code - that is optional, just test such a functional map and clone that stage into Yours. If they use Translocator (when they have it) definitely will use it through the same actors in another stage. If not, there is pointed another road more easy and cheap instead of a hard one with ExtraCost.
These discussions might sit elsewhere in a separate topic for all mappers interested. I can show you even simple examples - but stock maps should be conclusive enough, also Higor can explain more details about what's going one "inside" Pawn+Engine. Buggie also provided a very cute toy for testing routes, and later you can step into next Level dictating movement how you want.
Allow me to explain when some navigation actors are having these functions, what they do - might be useful for other readers:
#1 event int SpecialCost - this has on purpose a complete lock/unlock - Pawn doesn't even come closer if this condition returns something very high right in the middle of entire route - Flag Carrier will be rejected from using TranslocDest way, but not for JumpSpot when has ImpactHammer and enough health - CTF-EternalCave;
#2 function Actor SpecialHandling - this one doesn't really discard Pawn from coming here, but... when Pawn wants to move to this point it can be educated to do something before stepping to this Navigation Actor, such as: redirecting Pawn to a trigger if needed, using a tool, shooting something, accessing a button, picking an item, etc. This is used for an immediate action before moving here executed right in front of this node.
All thing needed is knowing how to write and compile these for those interested. For simple mapping, complex tasks for A.I. might be very difficult up to impossible if Pawn is not hinted what to do.
JumpSpot is a stock multi-functional point, it is aiming 3 tools: Translocator, UT_JumpBoots, ImpactHammer - to not forget Low gravity which is probably the most wanted solution for A.I. . If game is using Translocator, Bot has no issues here if they are properly set and logically connected. Editor 469 will show these paths in Colors and Arrows - I don't think this is doable more simple than that.