JumpSpots are nodes that tell bots of good landing spots, good jumping destinations. Red paths are not very good paths but the bot will attempt them anyway if it has no blue paths to take. Blue paths are good paths that the bots should have no trouble with. In UT, there is only two colors of path - good ones and bad ones. A path must be specifically set as proscibed in the pathnode properties. and may continue along the path by "skipping" over the proscribed path. However, that is not to say that a bot will not end up at the other pathnode as a result of being hit, etc. The pathnodes joined by this line, while technically connected, should never be used by bots. A path must be specifically set as forced in the pathnode properties. Used to tell bots that this path is available when the editor doesn't automatically connect two nodes. Light Purple A path that takes the bot up or down a ladder. When paths are shown this pink line will disappear. If paths are not shown, a pink arc will show the expected path that a pawn will take when launched from the jumppad. They have their own UnrealScript to define how bots feel about this type of path. Purple Purple paths designate jumpspots, lifts, teleporters, etc. Bots will prefer a green or white path but will attempt to take this one if it is the only path available. Blue This path is technically a good path, but is quite narrow. Bots prefer white paths but generally there are other factors that influence their decision so this is not as big of an issue. Green Not as good as a white path, but still a perfectly good path. Bots will also see these paths as traversable by vehicles. The bots will have no trouble following this path, seeing this as the most availble route to take. White A nice, wide path for the bots to follow. The color of the line between path nodes indicates to bots the general width of the path and therefore the ease with which to use it. They are color coded depending on their nature: UT200x Color Codes You should see a bunch of lines connecting the pathnodes. This will also show a lot of other information pertaining to the bot's weapon, pawn, controller status, etc. While running a game, you can see the paths a bot is considering (the route it is attempting) when you use showdebug, one of the Console Commands for UT200x. This is basically your map as a bot sees it: just a network. Once the paths are visible, hit Q to hide the BSP, and the 3D viewport shows just the network (see Hiding Actors for more on this). It's possible to hide everything except the paths, which can be quite handy. Do Viewport Caption Context Menu -> View -> Show Paths. In UnrealEd 3, use Show Paths to troubleshoot the network after re-building paths. PATHS BUILD LOWOPT auto create pathnode network - opt=0Īlso, PathLogic is a third-party application that lets you build the path network from within the game: you walk around your map, dropping path nodes as you go. PATHS BUILD HIGHOPT auto create pathnode network - opt=2 There are actually three UnrealEd Console commands that will automatically build a botpath network for your map: PATHS BUILD auto create pathnode network - opt=1 It is highly recommended that you do the pathing manually. NOTE: It is the UnrealEd community consensus that use of any of these automatic pathnode network generators creates an inferior Bot Navigation system for your map. A Quick Note About Automatically Building The Path Network Simple obstacles like doors, lifts and ladders pose problems for bots and require special nodes to help them navigate as players do. Unless specifically told so, bots assume they can simply walk, run or jump through the entire bot path network. Other types allow bots to tackle more complex things, such as lifts, jumping, translocating and camping. These nodes make up the bulk of most bot path networks. PathNodes are special actors specifically designed to tell bots of places that are safe and easy to travel. These waypoints are mostly actors of the class Actor > NavigationPoint > PathNode. Instead, a map has to have a set of waypoints, joined together to make a network which the bots follow. The AI code that drives bots doesn't have the power to interpret the 3D maps we see them in. 3.4 RoadPathNodes & FlyingPathNodes (UT2004).1.1 A Quick Note About Automatically Building The Path Network.
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