Search found 1355 matches

by Nelsona
Wed Dec 01, 2021 12:19 pm
Forum: Coding Support & Tutorials
Topic: Map's Navigation Network - XC_PathsWorker & MapGarbage support
Replies: 3
Views: 42

Re: Map's Navigation Network - XC_PathsWorker & MapGarbage support

Chapter 3 - maps corrupted more or less accidentally. Here navigation chain can be screwed up, remaining ReachSpecs are pointing nowhere causing a critical game crash. When map has a special paths-build, we might not want to waste time re-doing entire work again. Bot Support can be somehow fixed her...
by Nelsona
Wed Dec 01, 2021 11:27 am
Forum: Coding Support & Tutorials
Topic: Map's Navigation Network - XC_PathsWorker & MapGarbage support
Replies: 3
Views: 42

Re: Map's Navigation Network - XC_PathsWorker & MapGarbage support

Solution number 2. This connection can be solved without a new ReachSpec defined as 1799. We can pick the useless bugger ReachSpec going from LiftExit to LiftCenter for giving it a navigation purpose. This is another stage in which XC_PathsWorker has the power to move paths/reachSpecs elsewhere - bA...
by Nelsona
Wed Dec 01, 2021 10:56 am
Forum: Coding Support & Tutorials
Topic: Map's Navigation Network - XC_PathsWorker & MapGarbage support
Replies: 3
Views: 42

Re: Map's Navigation Network - XC_PathsWorker & MapGarbage support

Error Number 2 is the path linking a LiftExit from the bottom to the End Point LiftCenter from Flag's platform and which has nothing in common with artificial intelligence in this case, because a LiftCenter has no special directives for a jump on height or on length using tools from Pawn's Inventory...
by Nelsona
Wed Dec 01, 2021 6:36 am
Forum: Coding Support & Tutorials
Topic: Map's Navigation Network - XC_PathsWorker & MapGarbage support
Replies: 3
Views: 42

Map's Navigation Network - XC_PathsWorker & MapGarbage support

Audience: People able to understand what is needed in a navigation network for artificial intelligence (Bots, Monsters). _________________________________ We start with a test. Whoever is not capable of understanding the two pictures below (bugs shown), there is no need to waste time with reading wh...
by Nelsona
Tue Nov 30, 2021 9:05 pm
Forum: Coding Support & Tutorials
Topic: Builders helpers for UT Editor
Replies: 48
Views: 13127

Re: Builders helpers for UT Editor

Movement Bump: One of maps which I checked last time had some errors in paths being a crusher. The thing is that XC_PathsWorker and MapGarbage can be used for fixing problem without to rebuild anything. Of course, bugged paths needed some detailed report - which will be available soon. Also I touche...
by Nelsona
Tue Nov 30, 2021 8:21 pm
Forum: Unreal Tournament DeathMatch Servers
Topic: {HoF} Blue's R&G Playground | hofgamingclan.com
Replies: 40
Views: 6529

Re: {HoF} Blue's R&G Playground | hofgamingclan.com

469b is not finished yet - structures are changed and effects unpredictable. I know already fans of new things reverting servers back to 451... Stage #2: It was Off-Line for some reason (sh!t maps with Playerstarts actors into void - aka remixed - bugs remixed more exactly). I forgot a few time ago ...
by Nelsona
Mon Nov 29, 2021 3:10 pm
Forum: Unreal Tournament MonsterHunt Servers
Topic: {HoF} Monster Gaming Server
Replies: 10
Views: 7227

Re: {HoF} Monster Gaming Server

Update Bump: Server has a few maps added a few time ago and the latest add-on was a map DM-300K-Fractional by XYZ 8000 . It was added because this is a "very UE1" map following mapping rules for UT's Engine and paths have ZERO problems, even if a few ReachSpecs added by DevPath have no pur...
by Nelsona
Mon Nov 29, 2021 11:39 am
Forum: Unreal Tournament DeathMatch Servers
Topic: {HoF} Blue's R&G Playground | hofgamingclan.com
Replies: 40
Views: 6529

Re: {HoF} Blue's R&G Playground | hofgamingclan.com

Oh well, perhaps that Scoreboard will need a revision...
by Nelsona
Sat Nov 20, 2021 6:51 am
Forum: Coding Support & Tutorials
Topic: Builders helpers for UT Editor
Replies: 48
Views: 13127

Re: Builders helpers for UT Editor

MapGarbage for November 2021 has been added in first post. Changes and Adds: - code for checking monsters is changed - code for scaled collisions is changed - all Pawns screwed up are reverted (using this before adding customized FortStandards); - added option for cleaning Tag from brushes - nothing...
by Nelsona
Wed Nov 17, 2021 6:47 pm
Forum: Unreal Tournament DeathMatch Servers
Topic: {HoF} Blue's R&G Playground | hofgamingclan.com
Replies: 40
Views: 6529

Re: {HoF} Blue's R&G Playground | hofgamingclan.com

For the moment I removed Idle Timers, we will see if this is a good decision or not.