Bump: Still Hints
I think I owe more explanations about reducing number of paths, a lot of bytes can be excepted from being added in our great MH map. Great means that map can be a medium sized one, we are adding whatever ammo, armors and such. In a spawn room these can be damaging for plain DevPath in Editor mapping a looping bug in such spot. Heck, we want our items in spawn room because game instance makes use of them. Bots fighting around items are tempted to get them according to combat, internal combat directives, which means that we don't really need InventorySpots created and all those bugging paths. How do we convince Editor to not map so many paths in the room ? It's not hard, I think it's even too simple.
We can select ALL ammo by example using a console command or MapGarbage -> option bFindAnActor and defining subsequent Class ->
Ammo.
Alternate Solution is command
SET AMMO BSELECTED TRUE
After this Super Duper selection of AMMO classes - ALL AMMO, we can use from Editor's Menu Command
CUT. Exactly, we are moving these in clipboard. WE can PASTE Clipboard content in a new file in Whatever Notepad Text editing Application. We are even saving file as a
t3d file.
Okay, ammo are stored/saved elsewhere. We are building other fresh paths right now using left-over things: Armors, PathNodes, etc.
And then ? Then we are importing using FILE - Import... Menu-Command our saved t3d File containing ammo and checking Box
Import in current map.
All Ammo should be back in map, you won't rebuild anything, just doing a map-save task and leaving paths simple out of extra charge.
Let's look at something simple, but still over-charged.
- SmallCharge.png (778.84 KiB) Viewed 10053 times
Which can be more simple than that in this format:
- SmallerThanSmallCharge.png (753.09 KiB) Viewed 10053 times
I used here plain original UT paths view not arrows and extra techs just for looking more familiar. In second image, Bots can roam for weapons but they might load ammo as well because are on their way or in a closer combat instance. Nothing goes rammed here in a normal MH game.
All these operations are not needed at all if you are dropping all Ammo in a group - a hidden group - and using last XC_EditorAdds for pathing map. All hidden items won't go in account for mapping paths.
What exactly can be encountered in such cases if some game/server uses mutators replacing items ?
Mutators are making lousy things here. Items unmarked and replaced using plain replacement might not spawn anymore after they get picked up. Poorly coded mods will suffer, not advanced mods. If map is not aiming a super duper modded server these are not causing anything damaging. The other way is reducing number of items and accelerating RespawnTime to a faster value than default for loading more players in a short time, 3-5 seconds should be a decent value. You might want to see also map MH-Templar for good ammo settings.
It is not advisable to remove PlayerStarts during pathing process because they need to be chained in NavigationPointlist - here MapGarbage builder is helping at hiding them into void for not being processed with reachSpecs and bringing them back after pathing, they will remain part of the navigation chain for being processed properly by FindPlayerStart function specific to Team-Games, or else player can spawn at random elsewhere.
Next stunt is doable if some MH admins with a "large amount" of intelligence are bitching at your tweaked map because their items have problems at replacing them - those without
marker. If they want markers, let's give them markers - but still keeping paths at minimum.
How to do this ?
After importing t3d file with extra items we won't rebuild paths, we have all technology available. MapGarbage has an option named
bAddInvSpot using variables
InvSpot and
InvSpHeight.
If our imported Ammo actors are still selected (we select them back if they aren't, like was specified above) we can complete InvSpot variable with original name
InventorySpot and defining a height in variable InvSpHeight for location, majority are upper than item-ammo itself, we can use 22 to 28 or more or less (Unreal Units means this chosen value). And now after pressing
build button all selected items (ammo and/or others) will have added an InventorySpot connected myMarker<->markedItem but empty, they do not include any paths/reachSpecs, are just added for wrecks and poorly coded mutators doing replacements at items. Everyone should be happy now, mutators replacing items "properly" and Bots unlocked easier by Engine from such an overcrowded spot. Technically InventorySpot navigation type actor is not visible in Editor but... the builder might put these visible. You don't have to retry this command because it will load more such InventorySpots over selected items loading map with actors out of purpose if they still cannot be seen. InventorySpot has as default property
bHiddenEd = True - I think variable name is self-explanatory enough and it doesn't need discussions.
The newer Navigation Actors added as InventorySpot types are not chained and then MapGarbage might report a broken chain. This is not truly a broken chain as long as these navigation points are "isolated", they are not referenced anywhere being added post-pathing - MapGarbage is discovering new "adds" even if they are not damaging, it would be more processing if they are checked for corruption points and this check is useless in this case. However, we can connect them into navigation chain if map's zoning build is correct and nodes are not reported into void - MapGarbage does this UnLink and Relink. They might be out of navigation data, but can be linked with the rest of navigation actors. Paths seeking process will have a bit of charging in this case because Navigationpointlist is grown with new points. This is not critical but internal processing cycles are incremented as well.
Thread might be completed based or not on requirements or taking in account various works.