UGX-Mods Login

or login with an authentication provider below
Sign In with Google
Sign In with Twitter
Sign In with Discord
Sign In with Steam
Sign In with Facebook
Sign In with Twitch

Path Nodes No Working.

broken avatar :(
Created 11 years ago
by Deleted User
0 Members and 1 Guest are viewing this topic.
3,624 views
broken avatar :(
  • DeletedUser
  • Deleted Member
×
broken avatar :(
DeletedUser
This user is deleted :(
So, recently I've creating maps for the first time. My problem here lies by the path nodes. They barely work. It's stupid because instead of the zombies running towards you, some of them randomly just start doing like some sort of dance.

If anyone can help, that'll be great :)
Also, can you tell me the proper spacing and the limits of path nodes?

Thank You

Double Post Merge: August 23, 2015, 10:22:43 pm
Here is a picture:

https://drive.google.com/open?id=0B1O_AMrfMGTAMW5fUVNPYTVPWUU
broken avatar :(
  • DeletedUser
  • Deleted Member
×
broken avatar :(
DeletedUser
This user is deleted :(
So, recently I've creating maps for the first time. My problem here lies by the path nodes. They barely work. It's stupid because instead of the zombies running towards you, some of them randomly just start doing like some sort of dance.

If anyone can help, that'll be great :)
Also, can you tell me the proper spacing and the limits of path nodes?

Thank You

Double Post Merge: August 23, 2015, 10:22:43 pm
Here is a picture:

https://drive.google.com/open?id=0B1O_AMrfMGTAMW5fUVNPYTVPWUU

your spacing looks a little bit too far in some places but other then that your pathing looks good. it might not be your pathnodes
broken avatar :(
×
broken avatar :(
Location: gb
Date Registered: 22 September 2014
Last active: 6 years ago
Posts
360
Respect
Forum Rank
Perk Hacker
Primary Group
Donator ♥
My Groups
More
My Contact & Social Links
More
Personal Quote
Here to make epic maps
×
pcmodder's Groups
Donator ♥ Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum.
pcmodder's Contact & Social Linksken5hir0pcmodderugx
It looks like your window spawners have a long distance to travel to get to your windows. I try to line the pathnodes height with the window traverse , this way as long as the traverse is lined up with the floor your nodes in that room will be the same height.

From your player start points it looks like you have no other room to go to , and that you have boxed yourself into the start room. If you want a zombie to go to a specific window use MON clip to guide the paths. The spacing of your nodes looks good but i would line the ones closest to your window traverse better. Also make sure they do not touch.

Your map has an area that looks inaccessile to players yet there are nodes directing the zombies there , that may explain the zombies not knowing where to go. I would redesign that entire start area .
broken avatar :(
×
broken avatar :(
☭ Soviet Commander ☭
Location: us
Date Registered: 13 August 2012
Last active: 10 years ago
Posts
2,789
Respect
Forum Rank
King of the Zombies
Primary Group
Community Daedra
My Groups
More
My Contact & Social Links
More
Signature
Let's keep this thread on topic from here on in. -DBZ

+1 to off-topic reply -DBZ

lmao. Too funny.

Goliath Script Placer: http://ugx-mods.com/forum/index.php/topic,11234.msg125257/topicseen.html#new

"...Christ, people. Learn C, instead of just stringing random characters
together until it compiles (with warnings)..."

-Linus Torvalds
×
daedra descent's Groups
Community Daedra
Community Daedra
daedra descent's Contact & Social LinksBlueSoviet
A rundown on pathnodes:

-Max pathnode connect distance is 128.
-AI can attack a player aprox 128 units from any path/node, regardless of whether there is a node near the player(goal).
-pathnodes CANNOT connect at extremely sharp angles, so an extra pathnode to connect pathnodes made be needed to connect pathnodes in areas like stairs.
-In general, you should put pathnodes 24 units(8 units x 3) from the floor(it should be about chest height on your spawners). This gives room for any detailing you may have without the pathnode actually touching the model/burshmodel.

Quote
If you want a zombie to go to a specific window use MON clip to guide the paths.

I'm pretty sure Treyarch already scripted a way to get zombies to go to a certain window. If i remember correctly, place a struct near a window and have the spawner target it.

Last Edit: August 24, 2015, 10:18:51 pm by daedra descent
broken avatar :(
  • DeletedUser
  • Deleted Member
×
broken avatar :(
DeletedUser
This user is deleted :(
I followed your everyone's advice, and its still not working :(

I have changed the height and spacing of the path nodes. But, daedra descent said that I need to target the barricades. Unfortunately, I don't know how to target the barricades because I'm new to this.

Just some other things are that I did see a zombies that looked like it didn't have a path node to follow. But, all of the other zombies just continued "dancing," especially on the lower rounds. After "dancing" for while, the zombies just die.

How far do I place the path nodes from the spawners?

What I am going for is like Verrukt where there are 2 spawnpoints. There are 2 spawners in the middle, and 1 barrier on each side. But, the problem is when you're playing SP. I don't know how to get the zombies to go after you on SP, and not the other side. But in MP, the 2 sides need to be balanced.

Please help

Also I don't know what a MON clip is and I need help using that too.

:(

 
Loading ...