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Old 17th Jul 2001, 04:16 AM   #1
Starstreams
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Question Patrol points? Acting like Path-nodes

Will a Patrol point take the place of a path node?
For example: I know that you donít need to put a path node where a piece of inventory sits since they do the same job as a path node, but doses that also apply to a patrol point?


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Old 17th Jul 2001, 08:00 AM   #2
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i always thought they were used in unreal1 for patrolling monsters [like the brutes in the rrajigjar mines], but i'm not sure
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Old 17th Jul 2001, 12:34 PM   #3
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anything under 'navigationpoint' counts as a pathnode (I think). Patrolpoints don't work for bots, just monsters, which are very INF
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Old 17th Jul 2001, 12:35 PM   #4
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Yep, thatís right -reaper-

Iím doing a little project on the side for someone So anyway, do they act like pathnodes?
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Old 17th Jul 2001, 12:37 PM   #5
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Ok, thanks K@in

I honestly donít know anyone who would be crazy enough to put a Skaarj in an INF map, They would have to be crazy.
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Old 17th Jul 2001, 02:26 PM   #6
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Maybe www.planetunreal.com/unrealed still has some tuts on how to make monsters follow patrol points. I think you had to assign a monster to a certain trail of patrol points. Bots just follow the main road of pathnodes.
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Old 17th Jul 2001, 03:54 PM   #7
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The epic creature feeding guide is the best info for this. And yes, bots will not use these paths...only scripted pawns will.
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Old 17th Jul 2001, 03:55 PM   #8
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Smile

I have no problem with setting up patrol points, I was just asking if they were like path nodes.

Here is some information on the set up of Patrol points
http://unreal.epicgames.com/UT_AI.htm


http://unreal.epicgames.com/AI.htm
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Old 17th Jul 2001, 05:49 PM   #9
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Question

something Iím still not too clear on.
For the block-path, do I need to attach the "block path actor's tagĒ to the "event" of the mover, or the exploding wallís actorís event?

Iím trying to block the path so that bots will not try to walk into the wall. The idea is that when the wall is broken, it will trigger the "block path actor" to be turned off and the path will be open. But what is the correct way to connect them?

I canít find a tutorial on this?
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Old 17th Jul 2001, 08:00 PM   #10
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Wink

Never mind, I got if figured out, thanks ChrisToth.hu!

I guess I should share the answer:

I have the tag name of the block path, set the same as the moverís event. It seems to be working very well.

Now the block path actor turns off when the wall is broken.

Anyway the Skaarj is not crouching like he was before! I believe he was doing that because I didnít have a block path and he was set to patrol, which was causing him to begin his walk before he was let out from behind the wall.

Ok, so enough of this Skaarj talkÖ
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