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#1
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is tere a way to make certain paths more desirable for zeds to use?
in my duke3dm1 map, i put jumppads in so they would jump into windows so ppl cant camp in the arcade/2nd floor, but i guess my map was taken off because they use the elevator a lot and make the arcade campable. is there a way to say "hey use this path, its better" ? also, when they jump out of the windows to the outside, they jump onto the jumppads on the ground, so some will keep jumping back and forth through the window/street. maybe someone who does pathing really well can take a look at my map and give me suggestions how to do the paths better? |
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#2
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No, but you can make other paths less desirable. You can give a pathnode and ExtraCost. You put a value in there and bots will pretend the way there is that many unreal units longer than it actually is. That way they'll think the other route is shorter and take that instead.
It's not a 100% solution to your problem though. Bots seem to often ignore this and even with absurdly high values they sometimes take the path over another "shorter" one.
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#3
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tough luck on the whitelisting, when you consider the maps that do make it there. Maybe they've just gotten stricter recently, which is a good thing I guess.
You could just take paths away from the elevator altogether, any nodes that you absolutely must have that connect to the lift exits should have the lift exit on their proscribed path list. Haven't tried this myself. Regarding the windows what you might need is 2 windows, one that is the way in, and the other is the way out. The way in would have to be too high for zeds to jump back 'out' of it, whereas the way 'out' will be lower (or have some kind of object under it that will serve as a step up). Also obvioiusly the 'out' window will have no jump pad on the ground beneath it. How's the actual 'making it through the window' success? This was always a nightmare for me to get working. The best one I got working actually has a 'balcony' on the outside of the window, with steps up to the window itself, so zombies need only land on the balcony and the rest is ordinary walking-pathing. Large blocking volumes can stop them from missing the target. |
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#4
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some of the windows were set up really good, was able to connect the pad/node just right so they would land almost inside the room, but others i had to put the nod just barely on the ledge, previous versions of the map they would jam up, i kinda thought this would be the last version, hence no v#.
i guess its an easy fix though, just revert it back to where they had to use the jumppads to get up the elevator. personally i thought that room was the hardest to camp because they would come in from the windows, hole in the wall, and back room (and elevator). and i was so proud that i had a functioning elevator that the zeds used
Last edited by ro_sauce; 01-21-2010 at 06:34 PM. |
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#5
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honestly I haven't played the duke3d map yet but if it got knocked back because of the elevator, despite the fact that zeds still easily get to you, I'd be spewing. Perhaps the particular time they tested it things went unlucky. Will be interesting on the next whitelist round because my map KF-RE1-Mansion-beta has an elevator and the same sort of thing, zombies using a jump pad to get to the top floor through a window. We'll see if mine gets whitelisted.
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