OjitroC wrote: ↑Sat Oct 15, 2022 11:15 am
Just to clarify - applying this option will not have an adverse impact on how ScriptedPawns will 'navigate' a map?
I can setup some demo if you don't believe me - even you can check what does this option. I don't remember a Monster not finding player in well pathed maps because player was beyond a PlayerStart - if you want my personal opinion, the story of PathNode being 50 × 46 doesn't make any sense to me - "Skaarj stuff". Monster can reach in location even if node is lower but I could see even troopers failing in ramps due to this "scientific" decision, even a trooper failed to get on a such "PathNode". Map-names ? No, it will be taken as defaming.
OjitroC wrote: ↑Sat Oct 15, 2022 11:15 am
Not sure in what circumstances there would be ScriptedPawns in a map if people don't want them in the map?
Some boys "mappers" were telling a story in a forum concerning MH mapping. We don't want PathNodes because monsters can use them for hunting us - chickens if you want my opinion. But if you don't have paths you can say bye to the Kira and to StrengthRelic. Solution(s) ?
Using smart Nodes doing a denial or... messing ReachSpecs for eliminating monsters from hunting task, a quantity of monsters or... all Monsters.
OjitroC wrote: ↑Sat Oct 15, 2022 11:15 am
no ScriptedPawns spawned because the PathNodes were all PlayerOnly
That's good to know, but I have another recall. Even if I used bPlayerOnly nodes, ReachSpecs were not R_PlayerOnly because of something from EPIC...
Bool variable bPlayerOnly and ReachSpec R_PlayerOnly are two different things but in the logic of EPIC these are not melted together exactly like in Skaarj case, it goes a bIsPlayer but without any PlayerReplicationInfo - results can be seen in logs... If you want more data, let's says that I have never seen any ReachSpec R_PlayerOnly outside of my edits - All these are working, reachFlag is calculated properly - only Goblin is the main UE loser unable to follow its own rules.
Of course this is only an option - inactive like all of them - map can be tested before any release if it was touched. Others are not even knowing that they can operate paths and are wasting time X hours painting in Editor - it's not my loss, I shared my stuff.
As far as I know, at this time only XC_PathsWorker is mapping paths in a more logic format. ReachSpecs R_PlayerOnly are available for all outgoing and incoming paths to said "Player" node. The rest is user's control.
Point C: Right now all "Jeronimo" jumps added by XC_EditorAdds v24 can be removed under a blink... Nulled paths can be deleted later - all goes simple and logically connected, no misery.