PathsMaker

Tutorials and discussions about Mapping - Introduce your own ones!
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sektor2111
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Re: PathsMaker

Post by sektor2111 »

I keep prior version.
Buggie
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Re: PathsMaker

Post by Buggie »

- Fix place duplicate nodes in some cases.
- Add more options.

Updated in first post: viewtopic.php?f=5&t=15041
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Hitman
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Re: PathsMaker

Post by Hitman »

I guess this wont work, but it will be super to have it as a mutator that checks the map before it starts and add if its missing.
Buggie
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Re: PathsMaker

Post by Buggie »

What? Add what? Map?

Ah. You mean add paths in runtime. It is not possible. Editor engine not loaded/not exists on server.
Without it even if you able spawn PathNodes in runtime (and you don't since they static actors) they just bunch of actors, without connection between them.

Maybe in future build it can be possible, but i doubt about it. It can take very long time for real usage, for do it each time on map load.
Also there must be turn off runaway limit, which lead to server hangs if something going wrong.
Last edited by Buggie on Wed Oct 05, 2022 4:29 pm, edited 1 time in total.
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sektor2111
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Re: PathsMaker

Post by sektor2111 »

@Hitman
#1 I'm not sure how much can you spawn PathNodes in run-time - perhaps newer patches can do that.
#2 Next: Does newer patches include run-time support for generating ReachSpecs out of Editor ? Without ReachSpecs (aka Paths) they are useless except for newer patches when it comes to Relics support....
#3 If you can deploy PathNodes before to see engine creating NavigationChain (469 add-on...) - if Engine does this before InitGame then... you will need extra hackish stuff for this task. As far as I recall Relics are working based on navigation chain and embedded PathNodes in said chain - not outside it...

Code: Select all

function PostBeginPlay()
{
	local NavigationPoint NP;

	if (Initialized)
		return;
	Initialized = True;

	// Calculate number of navigation points.
	for (NP = Level.NavigationPointList; NP != None; NP = NP.NextNavigationPoint)
	{
		if (NP.IsA('PathNode'))
			NumPoints++;
	}

	SpawnRelic(0);
	SetTimer(5.0, True);
}
@Buggie
Now we have indeed options. Except two junks, DM-MaleVolence went pretty interesting - it looks like Builder is giving some ideas toward placement.
The rest of my questions are maybe less relevant - I see that 469b cannot compile the code with those constants saying that array is too long or such, 436 does other error and then I adapted what I wanted in a more simple format generating builder in a 60.6 kb package, compiled by 440 without warnings or errors and out of BotPack.
Greetings for these recent versions.
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Hitman
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Re: PathsMaker

Post by Hitman »

ok thx for the reply :tu:
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Que
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Re: PathsMaker

Post by Que »

hows this work for CTF Games? does it insert alternate paths or not that complex?
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Buggie
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Re: PathsMaker

Post by Buggie »

Same as for any type of game. Nothing specific to CTF. Place only PathNodes.
For CTF can take in account drection between flags for make traveling adjusted to it.

AlternatePaths not placed. This work impossible without human brain and understanding how map work, which ways possible, which not. Which goos for return only, which good for both ways and so on.
Wrong place Alternate path can make bots dizzy, make not necessary travels or been trapped somewhere.

For example if bot goes with your flag to dead end and return back you need only setup ambush on return patch.
Buggie
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Re: PathsMaker

Post by Buggie »

- Better build paths.

Updated in first post: https://ut99.org/viewtopic.php?f=5&t=15041
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