Map assessment and pathing enhancements

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evilgrins
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Re: Map assessment and pathing enhancements

Post by evilgrins »

Nelsona wrote: Sat Apr 10, 2021 5:01 pm Good.... Let's clarify the homework. Do we need that useless Lift or not ? What paths should be here, Big-Size type or plain paths ? AlternatePaths ? Recovering Warlord from being lost ? Usually it should react at enemy and flying pawn is a good paths seeker, unless we need to trigger it more often - forcing it a bit. I'll take a tour through these for figuring what exactly is in each of them. Perhaps monsters might need some HomeBase for guarding around and for not being too spread...
Ghandi lolzers need to be mapped in paths or not ? You won't have too much A.I. activity with those things, me one I don't see why are they needed. Setting up a party in 227 probably will cause compatibility issues and they will need to be temporary removed...
Unless there's a teleport to get up there, then yes the lift is necessary. I'm planning on replacing the Qjets, because even with them they're too wide to fit through the gaps up there.

Map with the Warlords there is no tower. Tall buildings, yes, but the flags on the Warlord map are in the restaurants.

From what I know of ZC, at least some of these maps were probably originally made for U1 before he ported them to ut99... for whatever that's worth.
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Nelsona
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Re: Map assessment and pathing enhancements

Post by Nelsona »

Then teleporters and all UT stuff bugging in 227 might be removed. I don't need any "ghandi" specs.
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evilgrins
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Re: Map assessment and pathing enhancements

Post by evilgrins »

Do me a favor and don't remove the GhandiJets, I'm going to replace them with redeemers but as I'd like to out them in the same spots I need them for position locating... unless you'd like to replace them with redeemers.
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Nelsona
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Re: Map assessment and pathing enhancements

Post by Nelsona »

InventorySpots will reference BAD/WRONG weapon - that's why weaponry has to be changed BEFORE doing paths and NOT AFTER - Can you get this once forever ? If paths are rebuild later, all tweaks are going nowhere keeping pathing bugs and then doesn't worth doing anything. Weaponry modified post-pathing won't have links in navigation as they should and original A.I. won't really know what map has unless they get closer. DO your changes FIRST and THEN we talk about paths and not reversal.
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evilgrins
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Re: Map assessment and pathing enhancements

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Okay, swapped out the Quantum Jets, edit this.
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Nelsona
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Re: Map assessment and pathing enhancements

Post by Nelsona »

I did an examination here, moved some nodes, removed others, added triggers and normal paths for lift, here perhaps are needed more extra-paths over buildings even if those items are... ahem... spam bytes... Purpose in CTF it's tactical captures and eliminating enemy threat not crawling like rats all over the place...
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Nelsona
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Re: Map assessment and pathing enhancements

Post by Nelsona »

Perhaps it won't need more than:
- added AlternatePaths;
- added paths even over buildings with items;
- added PlayerShadow for the clown "Ronald the Clone";
- adjusted state dying because DeathmatchGame is NULL here;
- moved over a weapon for quick load and preventing Accessed Nones;
- small settings adjusted;
- added some "HardCore" paths and so The Boy needed more jumpy capability;
- added paths for Lift - it's a triggered one as it should.
Things looks operational in big parts except when Ronald decides to fly...
FlierRonald.png
FlierRonald.png (1.28 MiB) Viewed 3481 times
Let me look for ledge buggers... or you will need to tell me if I missed one...
I have admit that TelJumper code might need a bit of fine tuning - if engine wants to help...
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evilgrins
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Re: Map assessment and pathing enhancements

Post by evilgrins »

Oh is that all... how did he get up there?!?
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Nelsona
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Re: Map assessment and pathing enhancements

Post by Nelsona »

Did I say that kicker works for all Pawns ? No ? Okay, let me tell you: Kicker works for all Pawns doesn't matter Size or Mass :D ... To not forget Redeemer.
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Nelsona
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Re: Map assessment and pathing enhancements

Post by Nelsona »

Good... I don't know if it's all perfect, but there are routes added, I didn't enlarge paths, this is reduced from 5000+ to a decent loaded network and a better coverage, the rest is... Engine and Bot.
CTF-UTDMT-BurgerWars_rS2417.7z
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Here is a modified version of TelJumper, older version concerning double hit wasn't perfect here, I tried to adjust it a bit, improved but maybe not perfect. Next version might be with a small lock-down period (mental project only at this time), preventing pawn who failed from retrying - some battle stuff might be making a mess...
The rest of sudden flight is... map itself.
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