I added PathNodes in a narrow tube, but they are not connected after command "Rebuild AI Paths". The connection lines appear only if I make the tube extremely wide (see pic).
IMO class'Scout' is used to generate paths, and its collision exceeds PathNode's radius only by +6 (46 vs 52). (And btw - wth is its CombatStyle=4363467783093056784302080.000000? )
Of course the original narrow tube can be passed by players respective bots. Is there a way to force connection except using a lift combo?needed space for PathNode connections
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needed space for PathNode connections
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"If Origin not in center it be not in center." --Buggie
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Re: needed space for PathNode connections
Something wrong with bsp. I make connection in very narrow places. No any problems with it.
So it is map specific. Can't ay something by sshot.
So it is map specific. Can't ay something by sshot.
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Re: needed space for PathNode connections
If geometry there doesn't include problems, or that zone it's not a "kill-zone" nodes should link - if not, and if this it would be my task, I'll connect them using "XC_PathsWorker" based on XC_Engine - working even on 469 - or using U227 if it won't mess loading map (maybe is needed removal of MH assets until job is done by U227)...
The spot doesn't need 4+ PathNodes - and Scout properties are not relevant because there is no Scout during run-time - and it should never be there, this "creature" is being used only by Editor and, of course... has different properties than Bot and that's why Bot Pathing might not be perfect because this Pawn is not a "run-time Bot". Bot is small, PathNode and Scout are big - this is what causes RAMPS problems and not the distance between Nodes, and so on...
More to say, "XC_PathsWorker" is capable to perform a "Reach" test between Nodes before to mess up with new connections and... it will point how "blue" or "red" are those potential manually added Paths (ReachSpecs).
Note:
Perhaps you understand why I added that "Alignment" in MapGarbage. In narrow spots Nodes would be recommended to be perfectly centered and... temporary placing a Bot over there for figuring if it's suitable for the task - not to mention if Editor is capable to drop Scout there for probing movement... and here once again MapGarbage is adjusting Scout for matching narrow spots and placing InventorySpot more normally than what Editor does near walls... I pathed narrow spots using Editor where previously mapper had only messed up "One-Way" useless junk data.
The spot doesn't need 4+ PathNodes - and Scout properties are not relevant because there is no Scout during run-time - and it should never be there, this "creature" is being used only by Editor and, of course... has different properties than Bot and that's why Bot Pathing might not be perfect because this Pawn is not a "run-time Bot". Bot is small, PathNode and Scout are big - this is what causes RAMPS problems and not the distance between Nodes, and so on...
More to say, "XC_PathsWorker" is capable to perform a "Reach" test between Nodes before to mess up with new connections and... it will point how "blue" or "red" are those potential manually added Paths (ReachSpecs).
Note:
Perhaps you understand why I added that "Alignment" in MapGarbage. In narrow spots Nodes would be recommended to be perfectly centered and... temporary placing a Bot over there for figuring if it's suitable for the task - not to mention if Editor is capable to drop Scout there for probing movement... and here once again MapGarbage is adjusting Scout for matching narrow spots and placing InventorySpot more normally than what Editor does near walls... I pathed narrow spots using Editor where previously mapper had only messed up "One-Way" useless junk data.
Last edited by sektor2111 on Sat Nov 23, 2024 9:17 am, edited 2 times in total.
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Re: needed space for PathNode connections
Here example of connected path nodes in very narrow place (two players can't pass from each other):
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Re: needed space for PathNode connections
I forgot to mention that the pipe is filled with lava. If I remove the LavaZone actor, PathNodes are connected.
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Re: needed space for PathNode connections
But that does not explain why PathNodes are connected even in lava if I expand the pipe size.
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Re: needed space for PathNode connections
Then there no lava anymore. Paths not created in pain zones. It is make no sense.
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Re: needed space for PathNode connections
I keep adding more and more pathnodes, then delete all the ones that don't connect, so long as it has a path.
Binary Space Partitioning