This morning while installing Unreal and the patch for it, I pretty much got that Unreal [Gold] and Unreal Tournament are two different games. Red Fist, sorry, but I've decided that for my sanity, it'd be best if my map didn't have bot-pathing. There are just too many difficult and troubling obstacles to cross and ones which may end up making the map unplayable, (primarily but not solely heavy CPU usage concerns). After all the hard work I've put in to the map, the LAST thing I want to do is make it unplayable (on dedicated servers I mean) by some awkward or hard-to-solve issue that wouldn't show itself in the editor.sektor2111 wrote:Cough, Unreal Tournament is not Unreal. Unreal Tournament was patched to 451b around 2004 and UNREAL was patched around 2012-2013 if I'm not mistaking. The reality... Unreal227 has new assets which if by chance are called into UT in a bad moment will crash game due to null content accessed so think twice.R3plicant wrote:Hold on a cotton pickin' minute lol ,.. isn't v436 AFTER v227?
Aside info: XC_PathBuilder Editor Add-on by Higor for UT99 is very helpful to "order" connections between nodes as you like, you can even restrict linking range preventing useless bad links by definition of "ScanRange" parameter from builder - ALL stuff created (special path) is compatible with Plain UT. Not that last option you can use anytime bOneWayPath if you have a special situation. You don't need any 227 if your geometry is OK, map can be build and pathed properly with normal Editor from Unreal Tournament.
Xc_PathBuilder is getting over default restrictive build letting you to deal with special situations. If you need evidences, you can test a bit that SkaarjTower Map which Higor has adjusted (map has BSP problems no worries) and see some "crazy" type jump performed by Bot. In other cases with default Editor you can fool Engine to do what you want > New Nodes, Combos, Scout adjusting, etc...
Another Hint:
Scout didn't fit - message is proving that some InventorySpot Marker could not be added for certain Inventory in map - Bot won't see it unless is closer to that spot ( except some MBot ). This happens when Inventory is located in a small spot where Fat-Ass Scout having 50×50 collision won't ever move for signing agreement for InventorySpot, but default Bot is not that big - by using a "normal" Scout, your map will have spots completed properly, there are months since I saw that message.
Else if your map is an "Insta" I mean an empty thing, then with all apology, say a pray or something . Bot is roaming through map based on Inventories not based on a "Nothing-To-See", unless your Bot is a serial killer scanning constantly for victims rather than for Items, default Bot is addicted to items and 1on1 matches as a default habit - good luck then with no Inventories and Bot support...
For cleaning map from "history" type reachspecs data you don't need any U227 U4000 or U12012321 Editor, simple as that. My friendly advice is to stay away from that if you don't map for U227 game.
- Load map in Editor and Use Console;
- By any chance Edy will respond at command PATHS UNDEFINE happily destroying Paths and InventorySpots;
- Save Map and CLOSE EDITOR;
- Open Editor and Map;
- Press RebuildAIPaths button or input command PATHS DEFINE - for these commands I have buttons defined, I'm not writing commands.
See what you get... I'll bet you'll gain InventorySpot0 in map (if exist - if not, good night, Mr. Bot). Less number of ReachSpecs are developed if ScanRange is smaller - POSSIBLE in XC_PathBuilder.
Next Hint-problem:
If your map is really big then you can forget Bot Pathing - no kidding - if you want to figure why I'm saying this you can take in account map MH-GardenOfDeath which for Player is AWESOME but for DevPath from Engine is GARBAGE at full power. Engine doesn't even show a "Reachable" actor there, or you can take in account some CTF map which EvilGrins has asked for Bot Support (old map) where Bot was working by only removing large zones from map, all PathNodes there have simply USELESS getting over processing cycles which Engine uses for DevPath . Like Polge said: When Pawn is entering the Paths-Network this is VERY EXPENSIVE for Engine.
The map will be released soon, but first it needs a solo-spot on a temporary server to test it. if I can get a super-fast redirect set up for it, I'll suffer the cost of running my PC 24/7 for a few days to get it tested. I may out up a post to advertise said server just and only for testing purposes - but feedback on it would be welcome nonetheless by those who care to join to test it.
I'll drop you a mention Red Fist for your help with the pathing today, thanks.