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spawning info_pathnodes

Posted: Fri Dec 27, 2002 11:14 am
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

Posted: Fri Dec 27, 2002 11:37 am
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

Posted: Fri Dec 27, 2002 12:55 pm
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.

Posted: Fri Dec 27, 2002 7:07 pm
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????

two bsp's in spearhead

Posted: Tue Feb 25, 2003 9:22 am
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 .