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Info_Pathnodes and their use in AI
Posted: Tue Jul 09, 2002 7:51 am
by NathanielPT
Many tutorials and discussions have taken place concering <I>info_pathnodes</I>, but all of them are about useing the cover, duck, left and right corner, and crate <I>spawnflags</I>. My question is what are the uses of <I>info_pathnodes</I> with out any spawnflags checked? How do they aid the AI in navigating and fighting the player? Any information concering this will be greatly appreciated by all mappers. Thanks in advance.
Posted: Wed Jul 10, 2002 7:42 pm
by NathanielPT
Boy I must have really stumped everybody! Nobody's said a thing about info_pathnodes and there use in AI. Oh, well. I guess we'll just have to wait awhile longer. Maybe somebody will share their knowledge in this area.
Posted: Thu Sep 05, 2002 2:55 pm
by jv_map
I think path nodes without special flags are just necessairy to allow AIs to reach certain areas. An enemy won't move far from his spawning position and won't walk far distances if there are no path nodes nearby. If you try a moveto command in your script, sending an AI to a location far away from a pathnode, you will notice the 'Couldn't find end node' error in the console.
Path nodes also allow easier navigation so the AI can find shorter routes to the cover nodes.
Try, however, not to create too many path nodes, as they will slow down the game.
I hope this helped.
Posted: Thu Sep 05, 2002 7:41 pm
by UBER_SOLDAT
info_pathnodes are all the places an enemy can move to. If you've ever looked at a map from a mohaa bsp, there are pathnodes everywhere. You'll need them everywhere you want friendlies to follow you, because they are the only places they can move to. I put the grid on 128, and copy + paste them all.
Posted: Wed Sep 11, 2002 12:05 am
by Gener_AL
This was gonna be one of my tuts..... but college put a stop to that...(no time)
anyhow... info_pathnodes .... they are essential ... without it any ai place in a map is unlikely to move.... some need them to be wtihin certain distances ... they can be used for targeting purposes and and control group ai behaviour when ai is spawned tnto a team .. they can be used for setting up patrol routes and a few other things.
Posted: Tue Nov 12, 2002 6:05 am
by mohaa_rox
Go to Nemesis's tutorial page and you'll find this tutorial.......
Nemesis's tut page
"Nemesis Leading the Way..."