View Full Version : No Paths From....Map Check *FIXED*
legacy-Jaspeer
07-15-2003, 11:14 PM
Hello everyone,
I have this big gap in terrain, and I want to place little jump pads so that the player can launch across to the other side. I have everything set up and it works great, however, whenever I rebuild all in the editor the Map Check window shoes all of the 'Pawns' and says:
Ex. PathNode0 :: No Paths From PathNode 0
Now, the way I have the jump set up is I have:
1. UTJumpPad
1. PathNode
In the UTJumpPad I have PathNode0 set in the forced path. It works great, but is this the correct way? I guess if it works im fine with it, but Its kind of annoying to keep clicking 'Close' when this box comes up after a rebuild...Thanks for any advice!
legacy-ennio
07-16-2003, 02:25 AM
I may be misunderstanding but do they have a route from pathnode 0 cos if that is all it is, it doesn't sound like you have much of a problem.
I'm not quite sure what you want to achieve but you can force paths from pathnodes to jumppads as well. It really just sounds like they have nowhere to go after landing at pathnode 0. Have you viewed the paths in the editor to see the network? Do you only have this one node? - in which case that error is quite normal - give them somewhere to go
legacy-Jaspeer
07-16-2003, 10:39 AM
Well, Ive taken this screen shot of the map, keep in mind it isnt done yet :D
http://webpages.charter.net/jaspeer/UTJumpPad.jpg
That little Map Check window always comes up now ever since I've added the Node. I've never worked with pathnodes or jumppads before, so I'm really just curious if I've done it right. Did I? :p
If Im understanding you correctly, In the pathnode I should put the UTJumpPad0 into PathNode1's Forcedpath? What exactly does that do?
Again, thanks for any info or tips on this, hope Ive described it clearly! :D
legacy-ennio
07-16-2003, 12:24 PM
That looks to be pretty much in order from what I can tell. Even if you were to add a single pathnode next to each navigation point, that would sort out those annoying complaints you are getting from the editor - as long as there is at least one route from each navigation point, the editor will be happy. Good job
Oh, the suggestion to force a path from the pathnode to the jumppad is by no means neccessary, in fact, from looking at your screen it's probably best that you completely ignore what I said about it. But, it's worth bearing in mind that you can force paths to jumppads, jumpspots, inventory items and such like. Only really useful if the target is at a different elevation from the initial node, otherwise it will be used fine without the need to force paths. Oh dear, I hope I am not confusing the issue
legacy-Jaspeer
07-16-2003, 01:43 PM
Haha, thanks for the reply Ennio. Im brand new to this pathing business, and I really am quite confused by it, but I think I will get it figured out pretty quick. Thanks again for the info!
legacy-mrpartyhat
07-17-2003, 07:51 AM
I thought those errors were refering to the fact that Bots would have nowhere to go after landing. But once more paths are set up and all linked those errors would vanish. But I'm not sure as I've not actually done any Bot Pathing.
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