Bot pathing request for a THUNDERBOLT map
-
- Godlike
- Posts: 6433
- Joined: Sun May 09, 2010 6:15 pm
- Location: On the roof.
Re: Bot pathing request for a THUNDERBOLT map
Just a thought toward these borked Movers, I think I might try to use BrushToMesh from XC stuff in order to create some decorations attached to these movers and making movers to move elsewhere instead of game area for preventing to turn it into a mess... However some of those ramps appearing from ground can still do small bumps... "Greetings" for removing brushes...
-
- Adept
- Posts: 295
- Joined: Sun Feb 16, 2020 5:52 pm
Re: Bot pathing request for a THUNDERBOLT map
I tried it one time a zillion years ago. I remember that it didn't do what it claimed. hahasektor2111 wrote: ↑Fri Jun 26, 2020 1:08 pmYou can check map yourself and see if advice works in this context, lol.
It would be a great button though if it worked.
-
- Godlike
- Posts: 6433
- Joined: Sun May 09, 2010 6:15 pm
- Location: On the roof.
Re: Bot pathing request for a THUNDERBOLT map
No, it doesn't as long as mover entity is not colliding, at least it won't respond at any "FastTrace" otherwise you would not have paths mapped through doors only by keeping them open during pathing stage - Niven and other maps like that would go messy. Editor it's not using this complex solution, already it looks too complex for certain "mappers".
If you will walk through forum in various mapping topics you would be surprised to see "complains" which actually are their own fault not all time what Editor does.
If you will walk through forum in various mapping topics you would be surprised to see "complains" which actually are their own fault not all time what Editor does.
-
- Godlike
- Posts: 10157
- Joined: Thu Jun 30, 2011 8:12 pm
- Personal rank: God of Fudge
- Location: Palo Alto, CA
Re: Bot pathing request for a THUNDERBOLT map
I know it's been awhile, but did anyone ever finish pathing this map?
· http://unreal-games.livejournal.com/
· https://unrealarchive.org/authors/evilgrins.html
· https://www.facebook.com/groups/UTcorps
· https://unrealarchive.org/authors/evilgrins.html
· https://www.facebook.com/groups/UTcorps
Smilies · https://ut99.org/viewtopic.php?f=8&t=13758medor wrote:Replace Skaarj with EvilGrins
-
- Godlike
- Posts: 3116
- Joined: Sat Mar 21, 2020 5:32 am
Re: Bot pathing request for a THUNDERBOLT map
You can always use PathsMaker: https://ut99.org/viewtopic.php?t=15041
Auto merged new post submitted 2 minutes later
Auto merged new post submitted 2 minutes later
You do not have the required permissions to view the files attached to this post.
-
- Godlike
- Posts: 10157
- Joined: Thu Jun 30, 2011 8:12 pm
- Personal rank: God of Fudge
- Location: Palo Alto, CA
Re: Bot pathing request for a THUNDERBOLT map
Your video seems to suggest in order to use it I'd have to use UnrealEd... which I no longer have access to.
· http://unreal-games.livejournal.com/
· https://unrealarchive.org/authors/evilgrins.html
· https://www.facebook.com/groups/UTcorps
· https://unrealarchive.org/authors/evilgrins.html
· https://www.facebook.com/groups/UTcorps
Smilies · https://ut99.org/viewtopic.php?f=8&t=13758medor wrote:Replace Skaarj with EvilGrins
-
- Godlike
- Posts: 3116
- Joined: Sat Mar 21, 2020 5:32 am
Re: Bot pathing request for a THUNDERBOLT map
That start to be off-topic here, but use UnrealEd pretty simple. And if you ruin your installation - just make new copy of game with apply latest (469d as for now) patch to it. All must work.