spawning info_pathnodes

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bdbodger

spawning info_pathnodes

Post by bdbodger »

I was just wondering if it is possible to spawn info_pathnodes into existing maps . I have been spawning things into some of the multi player maps but the ai's don't move they shoot but don't move off thier spot I have enabled the animations in a modified new_generic_human.tik but don't know what to do to get them to move or take cover without pathnodes
UBER_SOLDAT
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Post by UBER_SOLDAT »

i think you can only spawn things with a model, and info_pathnodes dont have a model if you look at the entity window for one.
so i dont think its possible to spawn pathnodes into maps. youd have to decompile the map and put them in yourself, but that would take loads of work
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Post by jv_map »

I ran into the same problem when trying to enable AI in stock multiplayer maps.

It's possible to spawn pathnodes by using this line of code:
spawn info_pathnode
But it crashes the game :(

Logically it's just not possible because mohaa needs to build paths first (when loading the map) before the AI can use them.
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Post by Guest »

Probably crashes because the data from the pathnode needs be be calculated and all in the compile process. Did you try to use the 'hide' 'unhide' functions, only through scripts I believe. BUT, if you can get that to work, then a certain trigger could turn 'on' or 'off' the new pathnodes. Right????
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bdbodger
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two bsp's in spearhead

Post by bdbodger »

I noticed that in spearhead there is a t1l1.bsp but there is also a t1l1_sml.bsp the second one does not show up in the maplist . My thought if you create a second bsp for your map with pathnodes and name it mymap_sml.bsp will it be added to the original mymap.bsp sort of a addition for a fix like when they fix holes in the maps .
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