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Anyone ever noticed how many pathnodes 3arc uses?

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Created 12 years ago
by treminaor
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Mine have been closer to prototype/der riese. I've always tried to go light on pathnodes to avoid hitting the max nodes error but I'm definitely going to go heaver on them now.
I don't mean to be that one person who is super neat, but I just copy + paste rows and rows of pathnodes all around my map...

I still haven't looked at the grid, but I can tell you Verrukt is no match for my WIP.
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I found another var that lets me see the pathnode placement in a much clearer view for mappers: ai_showNearestNode 54

You don't need to have ai_shownodes set to 1 for this to work, only developer set to 1.


Also found a pathnode inside of a traversal node, lol:

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Also Treyarch put a traversal through a wall to connect two sets of pathnodes;

http://i.imgur.com/7CS3I1A.jpg to http://i.imgur.com/idpKRgy.jpg which makes http://i.imgur.com/sNDfvrc.jpg

path shows no broken traverse red X: http://i.imgur.com/OOcZgyB.jpg

 
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