Bump: Testing results
Using XC_MonsterHunt and MBots map MH-LostInTimeV3 a version with all paths redone. Pretty closer to applause newer DevPath... but:
- WayPoint4 moved more reachable returned a route in Editor (which is more nasty with Scout not like in run-time) using a closer node on that ledge nearby stone - Bots were roaming properly because of... new technology from XC_MonsterHunt. Me, player I could not see any route here.
- Waypoint5 The same results.
- Waypoint6 entirely reachable by ALL pawns - human as well - using a similar placement.
- Waypoint7 failure - Only bots roamed properly.
- Waypoint8 good response.
Personal conclusions - suspects - I see network working perfectly, the problem can be that last Node supposed reachable around target which won't return anything if it's colliding with mover and here comes once again collision issues vs Movers or map has problems causing error in computing BSP traces - in hoping to wrong.
EventChain had a sudden funky reaction ? I touched all Waypoints and MHBotyman4 was showing MonsterEnd reachable (I was closer) but turning me into another direction - a trigger - where I could see a green apple around last WayPoint instead of MonsterEnd and... DevPath discarded first search even if I was in the castle in the same area. Something is not working properly with that Green thing it has turned me almost 180 degrees to a trigger which was already touched opening the way to ending portal. It was like being a step behind me. During this time Bots were looping in another area of map without to leave that spot...Edit
: I think job it's done in LostintimeV3. If some waypoints are unseen by player is probably a BSP problem because Bots are hunting well in XC_MonsterHunt (there strategy is changed). I gotta do some checks in last room, but... mission it's almost done so this is not a problem in end.
All I might need are small actors for default Bot, removal of some directions, maybe some ammo and healing spots and... it's good to go for a XC Server... Impressive DevPath - applause.Edit2
By disabling all that EventChain stuff and playing MH-Crystalmine3 with patch plugins (run-time depleted paths) I could see Bots heading the game up to the end. Definitely some events from XC_Engine added there combined with new paths aren't doing to many good things. All WayPoints injected in run-time have been completed properly without any other add-on.
As a self reminder, another long map with problems at DevPath was MH-PurpleChristmas or such. It worked in the past when I had a half of map with paths and stopped working when was full filled. I dropped it away... but now I'm curious how will react with new dev...