What did you do ?.... I don't understand.rohitggarg wrote:Whoppie!!
I used lift center as the base class and was able to make jump point which will make a bot jump for going to the other lift exit ..
Path noding problem please help :(
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Re: Path noding problem please help :(
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Re: Path noding problem please help :(
A how-to-use testmap would be helpful, because I have problems to make it work correctly. I also don`t note any difference between " bNoCanJumpCheck = True or false "
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Re: Path noding problem please help :(
Ohh sorry for that ...
To use it, you just have to make one or maybe two lift exits. The bot will go to the lift exit and then as soon as he reaches that pathnode, he will jump towards the jump point. After reaching the jump point if the jump was high enough, he will adjust the jump towards the other lift exit or the same lift exit.
The flag that i have put in has some AI involved. It calculates the gravity and zoning for the bot and judges if he will be able to make the jump or not. In case you have the no jump check flag on, the bot will try to jump to the pathnode without caring about the fact that he would be able to make it successfully or not. If the flag is off he will not jump if he cant make it.
One more enhancement. If he can't see the jump point, he will not jump towards it. Please find the update attached. I have also attached a test monster hunt map to it. The mid platform is the place where you should stand after making the bot go to the floor and order it to follow you.
To use it, you just have to make one or maybe two lift exits. The bot will go to the lift exit and then as soon as he reaches that pathnode, he will jump towards the jump point. After reaching the jump point if the jump was high enough, he will adjust the jump towards the other lift exit or the same lift exit.
The flag that i have put in has some AI involved. It calculates the gravity and zoning for the bot and judges if he will be able to make the jump or not. In case you have the no jump check flag on, the bot will try to jump to the pathnode without caring about the fact that he would be able to make it successfully or not. If the flag is off he will not jump if he cant make it.
One more enhancement. If he can't see the jump point, he will not jump towards it. Please find the update attached. I have also attached a test monster hunt map to it. The mid platform is the place where you should stand after making the bot go to the floor and order it to follow you.
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Re: Path noding problem please help :(
Ok, this is really !!! really useful, I wish this would has been scripted some years earlier^^
This in combination with BotBurgers: The solution for Monsterhunt, I think.
The testmap is good and simple but I miss an example with the "Liftjump" of bots.
btw: would it be possible and meaningful to include the scriptpart bAlwaysAccel of the JumpSpots or it is not requiered? (or your better subclass it directly from JumpSpot instead of LiftCenter?)
Or what about triggering them off and on?
I extended your testmap in order to try out if bots could master a small jump and run parcour, generally it works, but the bot is often to careless and is not able to jump over the third hole to get the Udamage.
Anyway your script is good, some more improvments and more settings for the mapper for specific situations (whatever is possible there) and you have scripted something really small but also something really important.
This in combination with BotBurgers: The solution for Monsterhunt, I think.
The testmap is good and simple but I miss an example with the "Liftjump" of bots.
btw: would it be possible and meaningful to include the scriptpart bAlwaysAccel of the JumpSpots or it is not requiered? (or your better subclass it directly from JumpSpot instead of LiftCenter?)
Or what about triggering them off and on?
I extended your testmap in order to try out if bots could master a small jump and run parcour, generally it works, but the bot is often to careless and is not able to jump over the third hole to get the Udamage.
Anyway your script is good, some more improvments and more settings for the mapper for specific situations (whatever is possible there) and you have scripted something really small but also something really important.
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Re: Path noding problem please help :(
I read the jumpspot script and found that bAlwaysAccel has been included for bots with no AI. The parameter checks if a noob bot has jumpboots, he will try and execute the jump. Don't think it is useful here because i never checked for jump boots or stuff like that. The script just makes the bots jump whatever is there current possible velocity is.
Didn't quite understand on and off funda... can you detail it a bit more.
I will be looking into your map now.. The Idea behind creating this thing was that I have some cannons in my map which shoot people upwards to platforms (You might already have seen the screenies in the screenshots post). The problem there was that the bots just stood under the cannons but didn't jump. So I made this actor and they started jumping ... Waas so delighted with this success that i posted it here
Didn't quite understand on and off funda... can you detail it a bit more.
I will be looking into your map now.. The Idea behind creating this thing was that I have some cannons in my map which shoot people upwards to platforms (You might already have seen the screenies in the screenshots post). The problem there was that the bots just stood under the cannons but didn't jump. So I made this actor and they started jumping ... Waas so delighted with this success that i posted it here
Hehe tx for that!! This is my entry script in Unreal script world ...Creavion wrote:Anyway your script is good, some more improvments and more settings for the mapper for specific situations (whatever is possible there) and you have scripted something really small but also something really important.
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Re: Path noding problem please help :(
@Triggering: That you can enable and disable the jumppoint (like TriggerToggle), COULD be useful here and there.
Looking forward for the next version of it. Really, thats something really useful. Good job. (:
Looking forward for the next version of it. Really, thats something really useful. Good job. (:
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Re: Path noding problem please help :(
Still did'nt get it... .. During the gameplay or just a flag which says benabled like somethiong??
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Re: Path noding problem please help :(
Uhm? I mean a trigger function like here in the script of the ToggleBlockedPath
Code: Select all
//=============================================================================
// ToggleBlockedPath.
// by Wolf
//=============================================================================
class ToggleBlockedPath extends NavigationPoint;
var() bool bInitialBlocked;
function PostBeginPlay()
{
if(bInitialBlocked)
{
ExtraCost=100000000;
}
else
{
ExtraCost=0;
}
}
function Trigger( actor Other, pawn EventInstigator )
{
bInitialBlocked=!bInitialBlocked;
if(bInitialBlocked)
{
ExtraCost=100000000;
}
else
{
ExtraCost=0;
}
}
defaultproperties
{
}
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Re: Path noding problem please help :(
Hmm... that is an ingame trigger.... will include it. Think it might be useful for monster hunt.
BTW the map that you sent had a lot of pathnodes so alternate paths were getting generated so they caused problem. Please find attached the solution to your problem
BTW the map that you sent had a lot of pathnodes so alternate paths were getting generated so they caused problem. Please find attached the solution to your problem
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Re: Path noding problem please help :(
Oops, I see. Thanks. Already really like that script although I still dont get it, how it is possible to let bots doing "liftjumping".
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Re: Path noding problem please help :(
umm liftjump is a little complex i guess...
Maybe if the bot is in collision radius of lift center or maybe a fixednode that doesn't move with the lift. The only bad part of liftcenter is that it moves with the lift. It is not static. And if you don't attach it with your lift, your bots will never ever get onto your lift.
I think we need to store the initial pos of lift center in a vector and make the bot jump if he comes close to that point. But still, i think it will cause some or the other problem. The bot won't be able to reach liftcenter which is way too far... What do you think.....
Maybe if the bot is in collision radius of lift center or maybe a fixednode that doesn't move with the lift. The only bad part of liftcenter is that it moves with the lift. It is not static. And if you don't attach it with your lift, your bots will never ever get onto your lift.
I think we need to store the initial pos of lift center in a vector and make the bot jump if he comes close to that point. But still, i think it will cause some or the other problem. The bot won't be able to reach liftcenter which is way too far... What do you think.....
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Re: Path noding problem please help :(
Added the trigger support and also made a fix to jumping AI.
Please find the latest attachment.
EDIT: One more fix, the lift exit code was not working correctly. So changed the jump point accordingly.
Please find the latest attachment.
EDIT: One more fix, the lift exit code was not working correctly. So changed the jump point accordingly.
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- JumpPoint.zip
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Re: Path noding problem please help :(
I have nearly a equal question.... My map is a Jumpmatch ...but this friggin Bots don't jump.
how do I use the nodes and jumpspots correct. The Bots should jump randomly.
how do I use the nodes and jumpspots correct. The Bots should jump randomly.
Re: Path noding problem please help :(
if you want them to jump randomly, you can create a mutator to add a pickup to their inventory that does that. The PacUT mod added the "Hiccup Dots" which made you bounce everywhere...