evilgrins wrote: ↑Sat Jul 11, 2020 4:34 am
which why it bothers me so that this map I just found is not well pathed at all.
Ahem... not entirely true. I would like to see people learning and making aths as this map is having - talking serious here.
My views:
Map has combos oriented as uni-directional exactly as needed for plain devs which don't allow us to remove junk reachspecs not needed;
Map has PathNodes placed separately from InventorySpots which is what Polge said and wanted to see.
However - probably because of map's size we do have:
Code: Select all
NumReachSpecs: This map has 1785 ReachSpecs shown as direct paths in Navigation Network.
NumReachSpecs: Also this map has 1731 ReachSpecs as shortcuts aka PrunedPaths in Navigation Network.
NumReachSpecs: These are not visible in Editor but they are used by Pawns.
NumReachSpecs: After calculation we have 3516 ReachSpecs.
NumReachSpecs: Technically this map is overloaded and this is not that healthy for A.I.
What exactly happens in my opinion ? It's a flawed movement timing of Bot in LowGravity vs no response of DevPath when pawn doesn't have required physics for navigating certain part of path. LandsOfNapali by example hits boundaries when falling pawn it's looking for a path, I believe devs are scanning entire network for a potential way to go. When map has many reachspecs, cycles are filling all hard-coded capabilities causing DevPath to not return anything.
Nodes placement here are demonstrating KNOWLEDGE not guessing, if plain Devs are stupid and Bot cannot understand low gravity that's not bad Pathing.
What I don't like here is the exit out of tubes. Those "Exits" have incoming connection which Might cause pawn to move against tube's gravity - that's stupid. Like in other cases from the same map, these should be ONE-WAY - pushed higher for preventing creating incoming connections.
What I would try to do here ?
Causing a removal of reachSpecs (all junks must be removed and not added others over them). Then rebuilding paths using XC_EditorAdds (not UT469). Examining well combos and/or getting rid of those triads using 4 internal reachSpecs and over 4-5 other links to outside - ONE it's needed and ENOUGH. If XC will help dev to gain a minimal charge (under 3000 reachSpecs - direct reachSpecs and not all sort of prunes) perhaps we can figure another behavior of Bot - which it's not the last thing with problems - including your Bots, Sir, because we are speaking about the same root called BotPack.Bot.