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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?
![]() | Has released one or more maps to the UGX-Mods community. |
![]() | Has shown effort and knowledge in the area of scripting while being a part of the UGX-Mods community. |
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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?
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

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

pathing issues to unopened barriers? what do you mean?
![]() | Has released one or more maps to the UGX-Mods community. |
![]() | Has shown effort and knowledge in the area of scripting while being a part of the UGX-Mods community. |
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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.
![]() | Has released one or more maps to the UGX-Mods community. |
![]() | Has shown effort and knowledge in the area of scripting while being a part of the UGX-Mods community. |
![]() BO3 Modtools Alpha | This user has access to the Black Ops 3 Modtools Alpha |
ai_showpaths
ai_shownodes




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developer 1 and soemthing paths 1, I forget off hand, and something nodes 1...
