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Path problem
Posted: Wed Apr 09, 2003 5:27 pm
by bodybagger
i have a path node problem.
in the pic you can see that the 2 paths do not connect.
They are all normal nodes there. but i have no idea why they don't connect.
The bridge is a script object, but i have "actor clip" where they would walk.
Any idea's?

Posted: Thu Apr 10, 2003 7:25 am
by jv_map
Uh, the bots cannot walk through actor clip brushes.

Posted: Thu Apr 10, 2003 9:05 am
by mohaa_rox
Yes, texture "actor" is a clip for AI.
Posted: Thu Apr 10, 2003 11:35 am
by bodybagger
yes but they can walk on it. I notice that they cant walk on scipt objects though!!
Any ideas how i can make walk across the bridge
Posted: Thu Apr 10, 2003 12:10 pm
by jv_map
Hmm hard to tell. Are you sure there's no obstacle that blocks 'em?
What happens if you try to add some pathnodes in between?
Posted: Thu Apr 10, 2003 8:40 pm
by bodybagger
ok problem solved.
I just made the clip brush longer, so it cover the script object bridge and a little further onto the normal foor.
What i don't understand is why the path nodes would not link up. The paths were drawn on the script object and either side but wouldn't join???
Posted: Fri Apr 11, 2003 6:04 am
by jv_map
Well, I can't tell you that. They perfectly walked over script_objects in Small_Sumo's bridge map

nodes
Posted: Sun Apr 13, 2003 4:28 pm
by tltrude
Maybe the nodes were not high enough.
Posted: Sat Apr 26, 2003 4:25 am
by Oddball_Woof
Thats lakeside isnt it?
Found a funny thing happens if you get it right.
As allies if you wait at bottom of ladder to Doom type sewer ...LOL
And to shoot an axis having just arrived at the ground right at the bottom of the ladder when he dies his body flies back up the ladder LOL hehehehe
its quite funny!
I HATE the Dogs LOL worse than an STG in CKR LOL ........RIGHT one bit you die HA!!!! LOL SuperHunds mit poisoned fangs.
Posted: Sat Apr 26, 2003 4:42 am
by mohaa_rox
i also noticed that the game sometimes crashes cause of the dogs.
Posted: Sat Apr 26, 2003 6:08 am
by jv_map
Oddball_Woof wrote:Thats lakeside isnt it?
Found a funny thing happens if you get it right.
As allies if you wait at bottom of ladder to Doom type sewer ...LOL
And to shoot an axis having just arrived at the ground right at the bottom of the ladder when he dies his body flies back up the ladder LOL hehehehe
its quite funny!
I HATE the Dogs LOL worse than an STG in CKR LOL ........RIGHT one bit you die HA!!!! LOL SuperHunds mit poisoned fangs.
Hmm yeah originally they would do that regardless when you shot them. I managed to make them fall down the ladder by script, but appearently that didn't work correctly
Anyway I have improved the ladder code by now, but haven't tested it to death yet

Posted: Sat Apr 26, 2003 10:05 am
by bodybagger
I am getting rid of the dogs for the final release. they P*** me off too!!!
I will hold off the release untill the newer bots scripts come out. Which will give me time to fix up a few other bugs
Re: nodes
Posted: Mon Apr 28, 2003 3:56 am
by Oddball_Woof
tltrude wrote:Maybe the nodes were not high enough.
Ummm I have noticed that recently.
While looking at decompiled SP maps like m3l1a all the paths and path nodes were high up....perhaps a decompile result but perhaps not.
Yet look at m4l0 and all the nodes are at ground height.
Also I noticed in a map I made with a open balcony and stair to it if the nodes on the ground floor were high up level with the balcony the AIs would often jump down from the balcony to attack you or move around but if the ground floor one is gorund height the AIs stick to the balcony-stairs route.
Evidently distance from AI to node is important and node to node but my question...... finally is does height have any effect at all of itself?
Posted: Mon Apr 28, 2003 5:50 am
by jv_map
No, it doesn't really seem to matter. I think nodes about 64 units above ground level are best. This way bots can incline small non-level areas in for example terrain.