Members Login
Username 
 
Password 
    Remember Me  
Post Info TOPIC: problems with the Potal pathing


Unreal Old Friend

Status: Offline
Posts: 66
Date:
problems with the Potal pathing
Permalink  
 


c7zh.jpg
Uploaded with ImageShack.us

 

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

__________________
COMBO KING!


Unreal Old Friend

Status: Offline
Posts: 66
Date:
Permalink  
 

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

__________________
COMBO KING!


Connoisseur of Bourbon!

Status: Offline
Posts: 2912
Date:
Permalink  
 

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

__________________

I like playing with stuff!



Connoisseur of Bourbon!

Status: Offline
Posts: 2912
Date:
Permalink  
 

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)

__________________

I like playing with stuff!



Unreal Old Friend

Status: Offline
Posts: 66
Date:
Permalink  
 

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

__________________
COMBO KING!


Unreal Old Friend

Status: Offline
Posts: 1022
Date:
Permalink  
 

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

__________________


Unreal Old Friend

Status: Offline
Posts: 66
Date:
Permalink  
 

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

__________________
COMBO KING!


...

Status: Offline
Posts: 4235
Date:
Permalink  
 

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



__________________

Stevie's corner
A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.



Connoisseur of Bourbon!

Status: Offline
Posts: 2912
Date:
Permalink  
 

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

__________________

I like playing with stuff!



Unreal Old Friend

Status: Offline
Posts: 66
Date:
Permalink  
 

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


__________________
COMBO KING!


Checkmate mate.

Status: Offline
Posts: 1022
Date:
Permalink  
 

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. ^^



__________________


My Leveldesign Portfolio
Map Packs for Unreal Tournament 3

Internal Coördination of the UOF4 Low Poly Map Pack

Page 1 of 1  sorted by
 
Quick Reply

Please log in to post quick replies.



Create your own FREE Forum
Report Abuse
Powered by ActiveBoard