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Post Info TOPIC: problems with the Potal pathing


Unreal Old Friend

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problems with the Potal pathing
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Hello guys. When a bot is in this room, it runs around in circles, refusing to use the portal. i builded the paths in differents ways but it don´t work. what i can do?



-- Edited by Noob_Zaibot on Monday 28th of October 2013 12:14:19 AM

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At a guess, the amount of free space around the portal may not be big enough so the AI thinks it can't get to the portal as the path is blocked.
Looking at that lower portal it's half in the wall so maybe check the collisions on the wall sheet(or whatever it is)

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Unreal Old Friend

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neither, does not work either, I think it has to do with the position in which they are​​, I will try separating them more. But thanks  man :)



-- Edited by Noob_Zaibot on Monday 28th of October 2013 03:37:05 AM

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I had a similar issue once...and fixed it using the method below.
-=-=-=-
Open up a new map and create two teleporters and link them. Test that the linking works OK.
Highlight both teleporters and copy them(ctrl+C).
Open your map and paste(ctrl+P). The two portals should appear somewhere in the map.(same location as the map you copied them from)
Delete the non working portals and move the two copied ones into their place.
-=-=-=-
Dunno if it'll work for you but it may be worth a try.

 

If you don't need the teleporter mesh create a trigger volume that teleports the player to the other location,  or use the custom mesh teleporter.



-- Edited by Lord_PorkSword on Monday 28th of October 2013 05:27:39 AM

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Unreal Old Friend

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Oh man thnks, I'll try with these tips.

--------------------------------------------

Yes man, now is working idk why, i just copy/paste from other map in the same position. and is working. :D thnks!



-- Edited by Noob_Zaibot on Tuesday 29th of October 2013 06:30:42 AM

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Unreal Old Friend

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Sometimes actors can just randomly bug/get corrupted.
I have no idea what the cause is, but it has been part of the Unreal Editor since version 1.0 that came with Unreal and lasted until Unreal Editor 4 (UT3/UDK). I'm going to just claim that we will meet such kind of bugs in Unreal Editor 5 too, hehe.
You can do that with pretty much every actor that bugs your bots, crashes the map or does other weird things. Sometimes it can also be that the map got corrupted. If you notice that such stuff happens with every new construction you make, it is advisable to make a backup of your map and copy paste everything into a brand new file.

By the way, is that a companion cube you got there?



-- Edited by Sly. on Tuesday 29th of October 2013 08:05:19 AM

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Unreal Old Friend

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Yes I had many problems with bugs in this project, about the cube, you will soon see the whole map ;)

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I don't see why a pathnode as been put just beside the pickup. After all, all pickups are part of the network so there is no need for a pathnode there confuse Unless there is something I don't understand in AI smile

Also, I've got your PM but I'll be able to check the map in few days only because I'm not nor won't be at home until few days, sorry hmm



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Unreal Old Friend

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Ah ok man, do not worry, i have a lot of free time this month :) thanks


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Sometimes it's handy to have pathnodes near pickups so you can offset them to the side of a higher platform so it creates a path between the higher platfom and a pathnode below. This way bots can hop off platforms rather than running back along the length of the platform.  DOing this then allows the pickup to stay centre on the platform so visually it looks OK rather than looking odd as the pickup is off centre.(if that makes sense?)



-- Edited by Lord_PorkSword on Monday 4th of November 2013 02:36:24 AM

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Padum Tsh!

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stevelois wrote:

I don't see why a pathnode as been put just beside the pickup. After all, all pickups are part of the network so there is no need for a pathnode there confuse Unless there is something I don't understand in AI smile

Also, I've got your PM but I'll be able to check the map in few days only because I'm not nor won't be at home until few days, sorry hmm


 Its to smoothen out the bot path bro. Creating more pathnodes will result in bots navigating more properly, instead of running in a straight line. ^^



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