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  1. #1

    Default FindPathtoward crashes UDK?

    I cant seam to get any sort of pathfinding to work, read enough documetation to drive me nuts with no results, please i beg any of you, HELP!!!!!!
    Released Games:
    -Fridge Raider
    -Laser Vault

    Upcoming Titles:
    -Raid
    -Epar

    Demo Reel 2011 (WIP):
    -Demo 2011 (WIP)

  2. #2
    Veteran
    Join Date
    May 2007
    Location
    Above KillZ, Below StallZ
    Posts
    9,953

    Default

    Do you have paths in your level?
    http://www.ericbla.de http://www.dungeondefenders.com http://en.wikipedia.org/wiki/Warm_Gun http://www.rekoil.com http://www.groundbranch.com

    - Please don't send me private messages asking programming questions, those would be better asked on the Programming forum here. Thanks

  3. #3
    MSgt. Shooter Person
    Join Date
    Jan 2011
    Posts
    98

    Default Mougli has an excellent couple of tutorials

    http://www.moug-portfolio.info/index...finding-basics

    Brialliant tutorials from Mougli once again

    rOb

  4. #4

    Default

    first i had a full network of paths, that utbots would have no problem with, then i switched to a pylon using Mougli tutorials, but it still cant find a path, basically it just draws the red debug as the enemy see's me and stays in place, this is my latest atempt:

    Code:
    auto state Chaseplayer
    {
      Begin:
              Pawn.Acceleration = vect(0,0,1);
    	
              while (Pawn != none && thePlayer.Health > 0)
              {
    
                   distanceToPlayer = VSize(thePlayer.Location - Pawn.Location);
    
                   if(distanceToPlayer < AttackDis)
                   {
                      GotoState('Attack');
                      break;
                   }
                   
                           if(ActorReachable(thePlayer))
                               moveTo( thePlayer.location , thePlayer);
                           else
                           {
                               FindPathToward(thePlayer);
                               sleep(3.0);
                           }
              }
    }
    acording to the documentation that should set a target and make the ai follow that path, but it still doesnt work. Im asuming once you build a pylon that you dont need path nodes. though i have tested with both on, just pylon, and just nodes yet nothing changes. I basically run into the same issue Mougli ran at first, enemies get stuck if there is an obstruction in the way.
    Released Games:
    -Fridge Raider
    -Laser Vault

    Upcoming Titles:
    -Raid
    -Epar

    Demo Reel 2011 (WIP):
    -Demo 2011 (WIP)

  5. #5
    Veteran
    Join Date
    May 2007
    Location
    Above KillZ, Below StallZ
    Posts
    9,953

    Default

    You need to use the pathfinding functions in NavigationHandle to path on NavMesh, not the pathfinding functions that are in controller
    http://www.ericbla.de http://www.dungeondefenders.com http://en.wikipedia.org/wiki/Warm_Gun http://www.rekoil.com http://www.groundbranch.com

    - Please don't send me private messages asking programming questions, those would be better asked on the Programming forum here. Thanks


 

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