I talk about additional step after you rebuilt paths. After this step rebuilt paths not need.
Before - need, if change them.
I talk about additional step after you rebuilt paths. After this step rebuilt paths not need.
To fix the original maps, I wouldn't want to use new actors for the map. It will be noticeable.
Eh... not really. Direction X is not in the opposite direction of Y. You can consider X being Left - Right based on Positive and Negative values, Y might be Toward or BackWard also having "+" or "-", and Z can go "Up" or "Down" because actually kicker can help in certain cases where Pathing is flawed by Editor and Bot fails to jump through a hole. Adding Kicker with Z = -100 or such right into flight way can fix the problem smoothly making Bot to do a controlled "failure" for moving down through hole and not OVER the hole.
Here I would like to look at these. There are two things:
https://www.ut99maps.net/maps/sniper/DM ... ll.unr.zipsektor2111 wrote: ↑Sun Aug 27, 2023 8:02 pm Links ?
Next subject - must be a normal map, oversized maps makes DevPath to reject routing calls.
As far as I remember I think I can deploy paths and making Bot to go almost everywhere (depending on complexity). I know some Navigation Points in old stock capable to head "Player" without any translocator, so this is not exactly a problem, but it can be a problem if DevPath doesn't respond everywhere - primary testing returned positives but some place was pointing out nothing, not even using almighty flight...
Here is my proposal...UnrealGGecko wrote: ↑Sat Oct 28, 2023 12:27 pm .... fix the bots (they like just standing in the middle arena bit), and I can see this being a decent 2-4 player level
I actually set out to path this map just for my personal offline use as I think it is a very nice map. Unfortunately it tends to develop BSP errors once I rebuild it.a9902957@nepwk.com wrote: ↑Sun Aug 27, 2023 7:42 pm That impressive CSC contest map Dagolhell unfortunately is not pathed at all.
Might then even be fun with XVehicles or SLV204.