View Full Version : path node colors?
gatordile
04-16-2009, 12:27 AM
What do the different colors stand for? I can't seem to locate any documentation on this.
|Grayfox|
04-16-2009, 12:30 AM
you mean the white, pink, green
forget what they mean
if i had my UT2004 VTM disc i could find out as they said it in the bot path VTM
Spoondog
04-16-2009, 12:36 AM
The colors of the path lines indicate the size of the path, and certain things like vehicles, maybe behemoths, will only follow the "larger" paths... can't tell you exactly what will follow which colours though...
Odedge
04-16-2009, 12:56 AM
can't tell you exactly what will follow which colours though...
tsk tsk. I expect more from a mapper with your experience. :p
The coloration of the path line tells you what kind of a path it is (ground, flying, jump) and how wide it is.
- Blue - narrow path
- Green - normal width
- White - wide path
- Pink - very wide path
- Orange - Flying path, narrow
- Light Orange - Flying path, wide
- Light Purple - requires high jump (higher than normal jump capability)
- Yellow - forced path
- Purple - "advanced" path (requires "intelligence" to be used)
- Straight lines mean the bot can run, jump, or crouch-walk along the path
- Curved lines mean the bot needs to use a translocator to take the path
Quote from this (http://waylon-art.com/LearningUnreal/UE3-04-AddingGameplay.htm) tutorial.
gatordile
04-16-2009, 09:13 PM
Thanks for the info
Spoondog
04-16-2009, 11:05 PM
I expect more from a mapper with your experience.
I knew back in 2k4... but I don't normally make vehicle maps so it's pretty irrelevant to me (and if I do, I'll just make the vehicle paths wide enough so they don't matter) :)
Odedge
04-16-2009, 11:49 PM
I knew back in 2k4... but I don't normally make vehicle maps so it's pretty irrelevant to me (and if I do, I'll just make the vehicle paths wide enough so they don't matter) :)
I hear ya. I don't even bother with the colors. I just watch the bots to see what they will "tend" to do and fix any noticeable pathing problems.
Cosmix
04-17-2009, 09:50 AM
I knew back in 2k4... but I don't normally make vehicle maps so it's pretty irrelevant to me (and if I do, I'll just make the vehicle paths wide enough so they don't matter) :)
As far as I know you need a white path beteeen all game objectives in vehicle maps. In Ut2004 a tank without a direct white pathline had problems to head between the nodes or core. I also mentioned that in UT3. Be sure to have at least one white path between all game objectives (Nodes, Cores, Flags).
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