Map's Navigation Changes - PathsLinker working samples
Posted: Sun Jun 14, 2020 9:07 am
Modifications that can be done "manually"
After previously writing these builders - PathsLinker works exclusively in UGold227 (maybe U227 as well) NOT in UT - we might have UT maps with desired navigation routes. By example if a path is passing nearby a wall and we can see Bots often hitting that wall, we can remove those paths (are two paths between 2 navigation points as we learned before) if we do have alternate options around - we force pawn to move through other points, even getting items.
Let's see how do we do these manual removals of paths.
When we are not adding any new node but deleting paths we don't need to re-link Navigationpointlist because all points were connected before and we don't need to do changes.
Let's see this sample in UGold: PlayerStart and InventorySpot spotted in image are going to be disconnected - as you see they have different types of reachSpecs depending on how Engine could move Scout when these have been created. Red path is definitely a "small-size" one while green path is a "medium-size" type where a common skaarj can use it, white means bigger than that.
We open PathsLinker with a right-click of mouse on builder's icon, we scroll options until we get on disconnecting feature and nodes hooking feature. We select PlayerStart in stage 1 - 1 point at time: Here we set bGet1stN1 option to True and then we "build".
Then we are selecting InventorySpot - the same 1 point at time: We have bGet2ndN2 option to True and then we "build".
If we are clicking over N1 and N2 - fields should be completed with data - names of these two nodes.
And now we are selecting Option bDisconnectN1toN2 to True and we "build". Builder will remove ONE path going from PlayerStart to InventorySpot explaining a bit about wrapping of remaining reachSpecs. Screen (viewPort) will get a refresh after OK confirmation - GUI in Editors is a slow thing, it won't refresh data all time.
The result of this task is here - Green Path has been "vaporized". If we want to remove the Red Path too, we need to follow the same steps getting InventorySpot as N1 and PlayerStart as N2 and then "building" a path removal.
In the right terms this PathsLinker is a Builder but... a builder capable to destroy as well not only to build.
If we are doing the same steps for the second Red Path, we will get this: These two Navigation points shown in first image aren't connected anymore.
After previously writing these builders - PathsLinker works exclusively in UGold227 (maybe U227 as well) NOT in UT - we might have UT maps with desired navigation routes. By example if a path is passing nearby a wall and we can see Bots often hitting that wall, we can remove those paths (are two paths between 2 navigation points as we learned before) if we do have alternate options around - we force pawn to move through other points, even getting items.
Let's see how do we do these manual removals of paths.
When we are not adding any new node but deleting paths we don't need to re-link Navigationpointlist because all points were connected before and we don't need to do changes.
Let's see this sample in UGold: PlayerStart and InventorySpot spotted in image are going to be disconnected - as you see they have different types of reachSpecs depending on how Engine could move Scout when these have been created. Red path is definitely a "small-size" one while green path is a "medium-size" type where a common skaarj can use it, white means bigger than that.
We open PathsLinker with a right-click of mouse on builder's icon, we scroll options until we get on disconnecting feature and nodes hooking feature. We select PlayerStart in stage 1 - 1 point at time: Here we set bGet1stN1 option to True and then we "build".
Then we are selecting InventorySpot - the same 1 point at time: We have bGet2ndN2 option to True and then we "build".
If we are clicking over N1 and N2 - fields should be completed with data - names of these two nodes.
And now we are selecting Option bDisconnectN1toN2 to True and we "build". Builder will remove ONE path going from PlayerStart to InventorySpot explaining a bit about wrapping of remaining reachSpecs. Screen (viewPort) will get a refresh after OK confirmation - GUI in Editors is a slow thing, it won't refresh data all time.
The result of this task is here - Green Path has been "vaporized". If we want to remove the Red Path too, we need to follow the same steps getting InventorySpot as N1 and PlayerStart as N2 and then "building" a path removal.
In the right terms this PathsLinker is a Builder but... a builder capable to destroy as well not only to build.
If we are doing the same steps for the second Red Path, we will get this: These two Navigation points shown in first image aren't connected anymore.