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#1 |
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Will a Patrol point take the place of a path node?
For example: I know that you don’t 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? Thanks ![]() -Mike- |
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#3 |
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lurker
Join Date: Apr. 3rd, 2001
Location: England
Posts: 153
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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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#4 |
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Yep, that’s right -reaper-
![]() I’m doing a little project on the side for someone So anyway, do they act like pathnodes?
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#5 |
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Ok, thanks K@in
I honestly don’t 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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#6 |
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mapper
Join Date: Nov. 7th, 2000
Location: The Netherlands
Posts: 487
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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.
__________________
It's a piece of KeeK A new sig every day! |
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#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.
__________________
![]() -Groove is in the heart- |
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#8 |
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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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#9 |
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something I’m still not too clear on.
For the block-path, do I need to attach the "block path actor's tag” to the "event" of the mover, or the exploding wall’s actor’s event? I’m 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 can’t find a tutorial on this? |
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#10 |
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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 mover’s 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 didn’t 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 talk…
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