How to make Bots go through a Warpzone?
Posted: Wed Nov 01, 2023 8:41 am
How to make Bots go through a Warpzone? Is it enough to have connected NavigationPoints nearby?
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);