How to make Bots go through a Warpzone?
How to make Bots go through a Warpzone?
How to make Bots go through a Warpzone? Is it enough to have connected NavigationPoints nearby?
Last edited by Barbie on Wed Nov 01, 2023 11:19 am, edited 1 time in total.
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Re: How to make Bots go through a Warpzone?
Nav point must see WarpZone actor. That enough.
During debug proccess, on WarpZone spawned WarpZoneMarker, which link both zones.
On your pics it already connected. Monsters with brain and bots can use this nav link.
During debug proccess, on WarpZone spawned WarpZoneMarker, which link both zones.
On your pics it already connected. Monsters with brain and bots can use this nav link.
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Re: How to make Bots go through a Warpzone?
If Bot has NO routing through a Warp-Zone there can be other reasons for not doing it:
- missing links "before" warp;
- missing the "target" through warp;
- missing links "after" warp.
Plain Warp ReachSpecs indeed are aiming Pawns with "BRAINS_HUMAN". Here clearly are accepted stock pawns - even a Titan if is being adjusted with a higher intelligence because... these "special paths" are overriding original size of 70×70,
- missing links "before" warp;
- missing the "target" through warp;
- missing links "after" warp.
Plain Warp ReachSpecs indeed are aiming Pawns with "BRAINS_HUMAN". Here clearly are accepted stock pawns - even a Titan if is being adjusted with a higher intelligence because... these "special paths" are overriding original size of 70×70,
this way Epic demonstrating that WIDER paths are fully functional if "ReachFlag" is accepting Pawn's physics capabilities and how engine does things against itself.UnPath.h wrote:Code: Select all
.... #define MAXCOMMONRADIUS 70 //max radius to consider in building paths #define MAXCOMMONHEIGHT 70 ....
Finally you can adjust these "Special" paths if your map has Monsters delegated to patrol around warps - manual control over these defined ReachSpecs. Map "CTF-300k-I_C_U" - or such, (and others too) are demonstrating that Bot can deal with such stock paths without more problems if nearby nodes are placed as they should.UnPath.cpp wrote:Code: Select all
.... if ( node->IsA(ATeleporter::StaticClass()) || node->IsA(AWarpZoneMarker::StaticClass()) ) { .... .... newSpec.Init(); newSpec.CollisionRadius = 150; //Finger to MaxCommonRadius newSpec.CollisionHeight = 150; //q.e.d. newSpec.reachFlags = R_SPECIAL; newSpec.Start = node; newSpec.End = Actor; newSpec.distance = 100; int pos = insertReachSpec(node->Paths, newSpec);
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Re: How to make Bots go through a Warpzone?
It is kinda funny how bots frequently get stuck in the middle of warp zones, isn't it?
Looks like they've been cut in half.
Looks like they've been cut in half.
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