nodes dont join

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fillstar
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nodes dont join

Post by fillstar »

Hey all

I have a map i am working on with a wall with 2 gates dividing 2 areas like seperate compounds. I have nodes in each seperate areas and the gates blow up with a bomb from a plane routine but the nodes do not join. do i need to do a repair or join thing on the node mesh or something..

2 i also have to 2 doors that will blow with busted ass versions of them remaining behind after the explosion (not bits of it but bent up whole sections). They are out of the way of player access but yet in the middle of the walkway where the bomb and doors were!. there seems to be some invisible obstruction there and a player cannot move forward unles he side steps around or goes under what ever this thing is.. I am thinking it is the remains of the bomb model not completly being removed ie invisible when it blows but still there sort of.. :?

What can i do any clues ??
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tltrude
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Post by tltrude »

What the heck is a "node mesh"? What are the nodes for, the plane?

I also, don't get what you are saying about the exploder--if it is an exploder.
Tom Trude,

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fillstar
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Post by fillstar »

Hehe ok

what i mean by mesh is the way it is created like a wire mesh type layout grid for the want of a better word.. i thought there may be a way of "re linking" them is all..

and yeah its a bomb (script_object) that i have palced near the doors, with a trigger to blowem up.. but i think it still remains only invisible and is why the player will get stopped by it..

And the gates are also script_objects they too disapear but with no problem about getting through.. so it is why i thought it was the bomb i used (items/pulse_explosive)..

But at the end of the day i am not sure why the 2 sets of nodes will not join each other, they are spaced evenly enough to work i just dont understand why they can work through doors and not through my gates..

does that help...
blue60007
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Post by blue60007 »

How'd you make the gates? Func_rotatingdoor?
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bdbodger
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Post by bdbodger »

did you try $mything connect_paths
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fillstar
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Post by fillstar »

aaaah now that may be the thing i am after bd.. need you to elaborate a bit more..

I have a bit more to add to this, they are not rotating doors just brushes with door and gate textures on them and are script_objects..

So 2 brushes with the gate like texture on both sides.. at 1st i had nodraw on one side thinkin it may have been the problem, and why i thought that, was when i use the in built level design tool, show routes, i can see a one way path through the gates, but only where the 2 brushes meet in the centre.. Not through the middle of each gate.. (hmm screeny maybe?).

Now once the gates are blown up by my bomber routine the green line stops. ie no more one way connection..

strange huh !!
blue60007
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Post by blue60007 »

oh ok that' helps a little more. That's wierd. Somehow with the gate gone it sees it as an invalid path, so you'll have to reconnect them together.
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bdbodger
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Post by bdbodger »

Not much to say connect_paths connects the nodes just tell the script_objects to connect_paths so the path will join through them . Maybe make the in the gates in the open position and at the start of the level close them . The .pth file is created when the map loads .
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fillstar
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Post by fillstar »

ok is that every time the map loads ? , i understood it was made once unless an alteration was made to the layout.. ok will try it.. perhaps like you say leave em poen at start/ or maybe remove all together and then run so .pth file is made and puttem back maybe..

so is it that simple ? to say connect_paths is that a reserved word or something ??

anyways will try it out thanks bd
fillstar
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Post by fillstar »

alrighty well i did this

shrunk down the script object (ie gates) with heaps of room from ground up to bottom of gates . re position the nodes, and recomplied. ran map . checked routes and still no joins. not even one way like before

however after the objects were removed in game by blowing them up viola the nodes joined. So it would appear that by using a script_object in this fashion they simply will not join by themselves.. strange.
fillstar
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Post by fillstar »

Not much to say connect_paths connects the nodes just tell the script_objects to connect_paths so the path will join through them

BDB tried that ..... nodes still do not join... keep on getting error



^~^~^ Path not found in 'Actor::MoveToPatrolCurrentNode' for (entnum 362, radnum -1, targetname 'ai: 11') from (5851.022461 7.133918 29.125000) to (4079.000000 -5173.000000 29.125000)
Reason: unreachable path
^~^~^ Event 'stopanimating' does not exist.
^~^~^ Failed execution of event for class 'Explosion'


so i would assume that your connect_paths idea dosent work .... next ??

ideas needed please
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