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Pathnodes and Doors, paths being cut?

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    Pathnodes and Doors, paths being cut?

    Hi All

    Hopefully a really quick and easy one here.

    In my level I have multiple doors that are opened up during play and there are enemies that spawn behind the doors. I have setup the spawns so they spawn at the same time the door is opening, its a slowish animation and it looks just fine. However, the issue is that because the enemies are spawning behind the door, which is a staticmesh/interpactor the pathing is not connecting up to the rest of the pathing in the level.

    For instance, I will press a switch to open the door, enimies spawn and doors open. Unless I walk past them to get their attention, they simply run between the path nodes already behind the door and dont follow the others, even though they are in plain sight.

    So yea...ideas? I am hoping it will be a quick press of a button or tick box to allow pathing through objects or something, but I dont know.

    Thanks in advance!

    #2
    How about opening the door in the editor, and then building paths. You can build them all as open and close the doors on the level start.

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      #3
      Originally posted by Max Power View Post
      How about opening the door in the editor, and then building paths. You can build them all as open and close the doors on the level start.
      I shall try this theory now. If this works, my first born shall be named after you...!

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        #4
        I am unsure on what the missus will think of my first born being called "Max Power" but it shall be! Thank you very much kind Sir/Madam!

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          #5
          When you're in Matinee, scrub to the time when you want your paths to be built for (i.e. when the door is open), then go to edit, and (don't have Unreal open at the moment so can't remember the exact name) click 'save position for path building'. From the same menu you can also jump to the time you have saved for path building.

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            #6
            Originally posted by Piranhi View Post
            When you're in Matinee, scrub to the time when you want your paths to be built for (i.e. when the door is open), then go to edit, and (don't have Unreal open at the moment so can't remember the exact name) click 'save position for path building'. From the same menu you can also jump to the time you have saved for path building.
            I think it's interp for path building.
            But what Piranhi said is correct, thatll fix your problem
            Team13

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              #7
              Only if open

              Originally posted by josh_caratelli View Post
              I think it's interp for path building.
              But what Piranhi said is correct, thatll fix your problem
              Team13
              If Interp for path building is on, the bot will run through the open door rather than pathing around another way, but when the door closes it will just run into the closed door like an idiot and not look for another way...
              Is there a way to make it check which way is valid and act accordingly?

              Tom

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                #8
                bump for me here.

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