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View Full Version : My reachspec build time just shot up to 5+ mins from 10 secs



legacy-TacosForFreedom
04-02-2004, 08:53 PM
I only added 9 teleports and a ton of adrenaline with a few weapons, and reachspec build time went nuts. Why, and is this normal?

great i just played and

1. i die in deathamtch testing automatically. i hate trying to fix this

2. none of the new teleporters work. :|

legacy-TacosForFreedom
04-02-2004, 09:14 PM
damnit none of my damn telporters work. i i made 9 of them =|

legacy-TacosForFreedom
04-03-2004, 12:41 AM
i am such a noob.

my teleporters didnt work becasue my url targeted object name, not the tag. and reachspecs went faster after that. now i need to add cool emitters on the telports. (like i know how to do that :confused: )

musilowski
04-03-2004, 01:25 AM
I think you could copy the emitter from a stock map...

legacy-TacosForFreedom
04-03-2004, 02:05 AM
ive done that, and its sort of working.

legacy-pert
04-03-2004, 03:11 AM
wait untill you put both pathing in then you can complain about reachspecs emitters are very fun to play with you can get some really awesome looking things going with them try looking at www.unrealwiki.com/wiki for any help you need with them im almost postivie theres a good tute there on emitters as unreal wiki has tutes for most everything

legacy-TacosForFreedom
04-03-2004, 03:26 AM
you dont need bot pathfinding do you? I dont expect to play this with bots anyway...

legacy-pert
04-03-2004, 03:36 AM
you dont have to have bot pathing but bot pathing really can complete a map you dont just want the bots to stand in their spawn position and shoot anyone who runs by do you ? bot pathing makes the map alot more challenging and in turn fun not saying that you would choose to jsut play against bots but sometimes when a server isnt full and you have bots in the game you jsut dont want them standing there to be easy kills

legacy-Fecal Marmaset
04-03-2004, 03:40 AM
The items added like Adrenaline, Weapon pickups, etc. are basically pathnodes....to some extent. That's why the build time went up some.

The reason to add pathnodes is this....

Example: if somebody made a beautiful/awesome map, that had a lot of high detail, etc.....and said "sorry, only high-end computers can run this"....Many people would be disappointed/mad.

People that download your map....may not have the luxury of playing online, and need the bots.

And wouldn't be cool to have bots playing on a server, when it has a lack of players?

Make the map for the community. Learn to path it.:up:



:D

legacy-TacosForFreedom
04-03-2004, 01:49 PM
im more worried about finalizing the archtecture. I have said i hink 4 times now "this is final." only to change it 3 seconds later and add a new room and a whole ton of new crap. I also need to texture it, which i started doing last night and was pretty cool to see how much better a map looks when it doesnt have the gray ball default texture... I got to add more pickups and spawns, and figure out how to do sounds and movers and emitters and then add static meshes to the max and see what it looks like. Then i may do bot path finding, if im still alive.