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#1 |
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Need some help with bot pathing
Right now I'm currently trying to redo the bot pathing in EP2, and I need some help on bot pathing. I've started some basic stuff, but I was wondering is someone else with a little more skill could do some stuff for me. You *must* have dm-inf-macedonia and grozny installed as it uses sound and some textures from them (un officially for now, Im gunna try soon to get Old Geezers permission to use them). E-mail me at OpFor@mail.com if you have nothing better to do
Please!
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"You like what you see, its hard to explain."- The Strokes |
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#2 |
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uuh i don't think you need a formal autorization. many maps use his textures. anyway, that's already nice to ask
![]() what's your prolem exactly, i don't really have the time to help you, but i could probably give you some tips
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"I don't have a ****ing clue why I'm wasting precious brain cells arguing with a man who names himself after the fluid that runs behind my fridge." - BadMojo ** Infiltration - Vega clan - dichlorodifluoromethane ** |
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#3 |
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In my experience, bot-pathing just doesn't work
That said, while playing around with Spooge's Reactor Sector 4, I saw he had used LiftCentres and LiftExits in certain tight spots, rather than path nodes. I thought that would be a nifty tip to pass on (assuming it works). |
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#4 |
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LiftExits and LiftCenters work great. I attached an example screenshot to show how to use them. Just make sure the LiftCenter tag is the same as the two LiftExit tags [in the properties]. You can find the actors in the actor browser under NavigationPoint. Best use for them are tight hallways/doors, but they're also useful for making the bots go over very steep brushes [ladders for instant].
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#5 |
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wow never thought of using that for a door. i've already done that for ladders/stairs ... and lifts though
__________________
"I don't have a ****ing clue why I'm wasting precious brain cells arguing with a man who names himself after the fluid that runs behind my fridge." - BadMojo ** Infiltration - Vega clan - dichlorodifluoromethane ** |
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#6 |
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Windows at its best
Join Date: Oct. 22nd, 2001
Location: That dumpster in your backyard. (IE, Belgium)
Posts: 842
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heh, now atleast I know what properties should be the same. I used to just make all enterable fields have the same text with those actors.
![]() No kidding!
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In UT, 5 headshots in a row is called a "Monsterkill", in Q3 its "Excellent", in CS its "kicked by console" |
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#7 |
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Cool idea guys! Even though I've been mapping for about 2 years now Im still learning alot of stuff
Well, I guess I'll try and upload ep2beta then, and let you guys take a looksy-poo.
__________________
"You like what you see, its hard to explain."- The Strokes |
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#8 |
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Ok, wtf is up with attachments? bah, well e-mail for it, as I don't want anyone to host it yet.
__________________
"You like what you see, its hard to explain."- The Strokes |
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#9 |
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Feel free to send me a copy to reaper@planetunreal.com
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#10 |
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that other guy
Join Date: Jan. 4th, 2001
Location: Zittau, Germany
Posts: 1,495
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i might add that the lift center/lift exit thing can become a major performance killer if you use it often, try to use pathnodes whenever possible. in fmkasbah i needed to use lots of lift ceners/exits to get the bots moving at all as basicly every place is to narrow for the engine to connect the pathnodes. it ended up with an 30% performance loss so i had to remove the hole bot support (beside some random pathnodes so mutators will work)
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