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Pathing help

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Created 10 years ago
by Deleted User
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Anyone know how i can place pathnodes here without getting the "pathnode in solid" error?

This is for a buyable debris im adding to my map, if that helps in any way

Spoiler: click to open...



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Does it matter if you get the pathnode in solid error? From what I can recall, the map should still function properly, just an error during compile?  :poker:
Marked as best answer by Deleted User 7 months ago
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Does it matter if you get the pathnode in solid error? From what I can recall, the map should still function properly, just an error during compile?  :poker:
well im havign an issue where zombies cant path upstairs (they just goto spawn and shake their heads) i wasnt having this issue before i added the doors so i thought it might have been the 5-6 path node in solid errors
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Take your path nodes out of solids. If should give you the location (go to misc, goto position in radiant), and if in a structural brush (including clips), will give the error.

Make Clip smaller (make sure dynamic path is selected), I assume its the size of your shelf there, just block path for players, put pathnodes on other side, does not matter if in script_model or script_brushmodel.
Last Edit: February 03, 2016, 04:55:57 pm by MakeCents
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Take your path nodes out of solids. If should give you the location (go to misc, goto position in radiant), and if in a structural brush (including clips), will give the error.

Make Clip smaller (make sure dynamic path is selected), I assume its the size of your shelf there, just block path for players, put pathnodes on other side, does not matter if in script_model or script_brushmodel.
So your saying i can have path nodes inside of my script_ model/brushmodels but it cant be inside the clip for my debris / doors?

also whats dynamic path? and where would i select it?
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So your saying i can have path nodes inside of my script_ model/brushmodels but it cant be inside the clip for my debris / doors?

also whats dynamic path? and where would i select it?

DYNAMICPATH is located in the entity window on your blocker. Check the box and it will give you a Spawnflags 1 KVP. It allows the zombies to pass after a barrier is removed.
Last Edit: February 03, 2016, 05:25:56 pm by Psych
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DYNAMICPATH is located in the entity window on your blocker. Check the box and it will give you a Spawnflags 1 KVP. It allows the zombies to pass after a barrier is removed.
I have no words, just setting DYNAMICPATH on my door/debris clips and script_models fixed my issues who knew it was that simple :-\

Edit: now to see if i can fix the zombies pathing to unopened barriers
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I have no words, just setting DYNAMICPATH on my door/debris clips and script_models fixed my issues who knew it was that simple :-\

Edit: now to see if i can fix the zombies pathing to unopened barriers

Yeah it's a common mistake no worries  ;)

pathing issues to unopened barriers? what do you mean?
Last Edit: February 03, 2016, 05:42:47 pm by Psych
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I have no words, just setting DYNAMICPATH on my door/debris clips and script_models fixed my issues who knew it was that simple :-\

Edit: now to see if i can fix the zombies pathing to unopened barriers
Everyone on the forum apart from you apparently. :-\
Last Edit: February 03, 2016, 05:41:45 pm by steviewonder87
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pathing issues to unopened barriers? what do you mean?

Its a rare occasion but sometimes the zombies will path to a barrier that leads to a unopened zone
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Its a rare occasion but sometimes the zombies will path to a barrier that leads to a unopened zone

I've seen that when I have areas outside that I want zombies to be able to spawn in all adjacent zones but travel still to the zone the player is in. They would take down the barrier then  not go in but then come back to the zone the player is in. The funny thing is they get like a free pass when that happens, and ignore barriers at the next window, lol. Used to happen on ILS where the zombies could run around the entire building. Was annoying, and only fixed by not allowing them to do that with problem areas, separating with mon clips.
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I've seen that when I have areas outside that I want zombies to be able to spawn in all adjacent zones but travel still to the zone the player is in. They would take down the barrier then  not go in but then come back to the zone the player is in. The funny thing is they get like a free pass when that happens, and ignore barriers at the next window, lol. Used to happen on ILS where the zombies could run around the entire building. Was annoying, and only fixed by not allowing them to do that with problem areas, separating with mon clips.
Yeah this is my issue apart from where they path back with me they goto the unopened barrier rip it open and stay there until the player enters / activates that zone

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Note: when im deving a map i play in fullbright (DK why but i do)
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developer 1 and soemthing paths 1, I forget off hand, and something nodes 1... Those console dvars will show you whats going on with the zombies. If it is spawning from a spawner that is not unlocked yet, then that is a zone or kvp/flag issue. If it is spawning from a good active spawner, but going the wrong way and not redirecting, it should be an available path issue.


ai_showpaths
ai_shownodes

 ;)

 ;)
Last Edit: February 03, 2016, 06:08:55 pm by MakeCents
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developer 1 and soemthing paths 1, I forget off hand, and something nodes 1...

ai_showpaths
ai_shownodes

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