Bot pathing questions

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Cicero

New Member
Got a few questions for the AI experts here..

1) Is it better to set pathnodes manually, or use the "paths build" command? I know I still have to set special nodes (liftexits, etc) even when I use paths build.

2) Is there some way to set a node (like a translocdest) so that bots of only a specific skill level or higher will use it?

3) I have a sliding door that is triggered from one side only. The bots keep trying to run through it from the other side and get stuck. I've tried setting pathnodes to one-way and directional on either side of the mover, but that doesn't seem to work. Any suggestions?

Thanks!

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Wanderer

New Member
Jul 7, 2000
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1) I've had mixed results with the "paths build". First time I did it and it just outlined my map. The second time I did it, it was more of a mess then anything else. Easier way to pathnode but definitly a mess. I just cleared the pathnodes and did it myself instead.

2) You could enable the bImpact which is for higher skilled bots but I think that's more of a degrading way to get somewhere (they'll use the impact hammer to bounce up). I wouldn't worry about it too much though unless it's a big item, lower skilled bots don't go for large weapons like the Redeemer(atleast none that I've seen anyways).

3) I have a sliding door that is triggered from one side only. The bots keep trying to run through it from the other side and get stuck. I've tried setting pathnodes to one-way and directional on either side of the mover, but that doesn't seem to work. Any suggestions?

I've yet to try this myself but it's worth a shot anyways. Have you tried adding BlockedPaths? Sometimes a combination of 1-ways and BlockedPaths will do the trick.

You might need to enable Advanced=>bDirectional though for the BlockPath's as I've never tried them myself and don't know if they'll cut you off both ways.

[This message has been edited by Wanderer (edited 01-04-2000).]
 

Cicero

New Member
Thanks for the reply. I actually did figure out the one-way door thing. Here's the trick:

You need to have 2 nodes on either side of the door, both of which are one-way and point in the "right" direction of the door. The catch here is that you can't have ANY nodes on the "wrong" side of the door that connect up with anything on the "right" side of the door EXCEPT those 2 one-way nodes. Preferrably, have no nodes connecting to anything at all on the wrong side of the door, except the one-way node on the right side. Make sense? My problem was I had a weapon on the right side of the door and a flagbase on the wrong side, so what was happening is it was bypassing my one-way nodes and making a path straight from the weapon to the flagbase. Now I have to find a new place for the weapon, though. /~unreal/ubb/html/frown.gif

Thanks again for your help!