Force building navigation paths
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Barbie
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Force building navigation paths
In a map are pipes with an inner diameter of 128 and some Slith in it. If I set some PathNode in the pipes they are not connected when executing "Rebuild AI Paths" in Editor - I assume that the pipes are to small. Nevertheless the Slith can move in them, and so I want a path network for "smaller" Monster (not necessarily Bots). Is that possible in a way?
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"If Origin not in center it be not in center." --Buggie
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sektor2111
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Re: Force building navigation paths
Manual control - like in 2023-2025.
Alternate "stoc" version (only for "smart" creatures) using fake teleporters - namely something like "FV_LinkedPoint" if memory doesn't cheat me. Teleporters are stock like linked for creatures up to 150 × 150, distance hard-coded at 100 UU, and reachFlag = 32 aka "R_Special" -> available for creatures with "BRAINS_Human" which are auto-set with "bCanDoSpecial = True".
In manual format there could be used ReachSpecs having 80 × 60 (depending on creature size), distance auto-set, reachflags 1 - R_Walk - So far only "XC_PathsWorker" builder allows such stunts powered by "XC_Engine". It also allows full had-made pathing or semi-automatic, all these using stock "PathNode" or whatever Points tackled by monsters.
I cannot believe that there are still pathing issues here.
Alternate "stoc" version (only for "smart" creatures) using fake teleporters - namely something like "FV_LinkedPoint" if memory doesn't cheat me. Teleporters are stock like linked for creatures up to 150 × 150, distance hard-coded at 100 UU, and reachFlag = 32 aka "R_Special" -> available for creatures with "BRAINS_Human" which are auto-set with "bCanDoSpecial = True".
In manual format there could be used ReachSpecs having 80 × 60 (depending on creature size), distance auto-set, reachflags 1 - R_Walk - So far only "XC_PathsWorker" builder allows such stunts powered by "XC_Engine". It also allows full had-made pathing or semi-automatic, all these using stock "PathNode" or whatever Points tackled by monsters.
I cannot believe that there are still pathing issues here.
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Red_Fist
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Re: Force building navigation paths
As for placing nodes, try to use grid one. (or some maps work at 16 even if it doesn't place at 1 UU )
ADD
Or, I got it,,,
MAYBE it's why it's called a "Slith" ?
ADD
Or, I got it,,,
MAYBE it's why it's called a "Slith" ?
Last edited by Red_Fist on Thu Jun 19, 2025 4:54 am, edited 1 time in total.
Binary Space Partitioning
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Buggie
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Re: Force building navigation paths
Need see test map for say something.Barbie wrote: ↑Wed Jun 18, 2025 6:51 pm In a map are pipes with an inner diameter of 128 and some Slith in it. If I set some PathNode in the pipes they are not connected when executing "Rebuild AI Paths" in Editor - I assume that the pipes are to small. Nevertheless the Slith can move in them, and so I want a path network for "smaller" Monster (not necessarily Bots). Is that possible in a way?
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SilverSound
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Re: Force building navigation paths
Unfortunately the Engine side Pathfinding function will refuse to find a path if an actor is too large. so if you want to make that Slith actually path you'd need to workaround the limitation (or wait for 470). Legit just a simple check in C++....
What I did to get big bois to path was attach the real pawn to a fake pawn that will path and attack. Invisible smaller human sized with different hitbox flags. Then a visible mesh actor mimicking the parents anims.
This will reveal another issue though...2 or so. Visually the monster won't really look right without offsets and the actual hitbox will be wonky.
So really the only solution you have that isn't some teleporting stupidity is waiting for 470 to come out with a changed PathFinding function.
What I did to get big bois to path was attach the real pawn to a fake pawn that will path and attack. Invisible smaller human sized with different hitbox flags. Then a visible mesh actor mimicking the parents anims.
This will reveal another issue though...2 or so. Visually the monster won't really look right without offsets and the actual hitbox will be wonky.
So really the only solution you have that isn't some teleporting stupidity is waiting for 470 to come out with a changed PathFinding function.
"Woah what?! I wish I was recording that...."
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sektor2111
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Re: Force building navigation paths
It was about Editor which did not link nodes, nothing to do with Run-Time chapter of the Slith. Those slants might be bugging checks executed in Editor disregarding Run-Time real capabilities. Not a single time "Goblin" was goofing pathing task - THESE are reasons for manual control or "fooling" Editor, no assumptions, no guessing but the LOGIC of physics. The rest of 469 "features" are not very useful, mainly several things are flawed as well: no paths when the spot allows movement, useless load of "PrunedPaths", duplicated ReachSpecs, hilarious flight when "R_Walk" it's fully usable, and probably I did not catch more. Also 469 still doesn't have a bit of manual access when this is needed... maybe a log reporting more data...