Okay I've found a map where I did the reversal of fore-mentioned operation.
The map which I found (2011) had PathNode actors, PlayerStart types and... NOTHING like a Network.
I went to use them even if they had only empty data - NavigationPointList was NONE.
First I build NavigationPointList right from UScript and I got operational iterator NavigationActors using a compilation dodge.
- Code: Select all
foreach AllActors (class'NavigationPoint',A)
if (Level.NavigationPointList == None)
Level.NavigationPointList = A;
OldPoint = A;
OldPoint.NextNavigationPoint = A;
OldPoint = A;
A = None;
Doing a call through this List I've connected them and I got VALID routes which I tested using sequential checks.
What I need now is to launch custom InventorySpot types over weaponry and... missing nodes + desired checks around doors... unless I can move away doors for 1-2 seconds to gain Scout access at testing reachable points and then putting them back, or dropping them away because are not critical but maybe annoying for my task.
And now I want to test a reversal Action - probably I can remove ReachSpecs data from a bad Network, unloading NavigationpointList, moving points in zone 0, spawning new ones, building list based on new points (without those from zone 0) and... CONNECTING them. Purpose might be to not delete all old points - leaving them alone if somehow are referenced somewhere. If I can do this reversal then I might be able to do a triple-pass map tweaking and I will Unlock from Navigation Network SpawnPoints by reconstructing a cleaned NavigationPointList skipping borks outta new Network. Damn, I like this stuff
Once again, I'm grateful for what you did - for me your work is extremely helpful...
I think I can repair the Broken Network from some of those screwed up maps - not sure if worth... usually such things are done by noobs and not only navigation is crapped up over there, but worth learning to debug stuff...