pathfinding on dsapo objects [message #269532] |
Thu, 28 June 2007 23:18 |
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Veyrdite
Messages: 1471 Registered: August 2006 Location: Australia, Sydney
Karma: 0
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General (1 Star) |
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How is it done? I've tried using pathfind blockers as well but the sectors are non-existant. And yes i've put human pathfind generator.
p.s. when you click "Display portals" what are the red portals?
WOL: Veyrdite Previously: Dthdealer ( a long time ago )
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Re: pathfinding on dsapo objects [message #269702 is a reply to message #269646] |
Fri, 29 June 2007 17:54 |
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Veyrdite
Messages: 1471 Registered: August 2006 Location: Australia, Sydney
Karma: 0
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General (1 Star) |
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i put a pathfind genarator ontop of the set of pathfind blockers, generated sectors, clicked "Display Sectors" And only the the sectors on the ground appear (there are human path genrators on the ground too for an obvious reason, but i dought it affects the top of the blockers
This is after generating sectors
These are the red portals
EDIT: also check the attached wav, i found it in always.dat
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Attachment: LE_1.jpg
(Size: 404.01KB, Downloaded 263 times)
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Attachment: LE_2.jpg
(Size: 377.61KB, Downloaded 249 times)
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Attachment: enlist.wav
(Size: 101.64KB, Downloaded 70 times)
WOL: Veyrdite Previously: Dthdealer ( a long time ago )
[Updated on: Fri, 29 June 2007 17:58] Report message to a moderator
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Re: pathfinding on dsapo objects [message #269928 is a reply to message #269532] |
Sun, 01 July 2007 00:40 |
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Veyrdite
Messages: 1471 Registered: August 2006 Location: Australia, Sydney
Karma: 0
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General (1 Star) |
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Come across another problem,
you see the ladders, how can i blcok one unit from coming out of the hole (look at the bottom of the container stack) and going up the ladder, without putting a pathfind blocker on the ladders (i still want other ai to use them) or one at the opening (i still want him to come out when you get down there). Would i have to make a script zone on the ground, which kills an object that is in the middle of him (eg crate) when it's entered, and if so, what script?
WOL: Veyrdite Previously: Dthdealer ( a long time ago )
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Re: pathfinding on dsapo objects [message #269943 is a reply to message #269532] |
Sun, 01 July 2007 02:56 |
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Veyrdite
Messages: 1471 Registered: August 2006 Location: Australia, Sydney
Karma: 0
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General (1 Star) |
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also, always wondered what a lightfilename is. I'm guessing it's just unfinished scrap from ww at the moment.
WOL: Veyrdite Previously: Dthdealer ( a long time ago )
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Re: pathfinding on dsapo objects [message #275290 is a reply to message #269532] |
Tue, 24 July 2007 11:25 |
Raptor RSF
Messages: 210 Registered: July 2007 Location: Netherlands
Karma: 0
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Recruit |
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I REALY NEED HELP !! PLZ
i got a problem with level edit(renegade modding tool)
when i had made a simple map with all the buildings and setting inc. waypaths with it i needed to do the next thing:
from tutorial file : http://www.renhelp.net/index.php?mod=Tutorials&action=view&id=16
pathfinding > generate sectors
but the a message will popup: out of memory
this is something with virtual memory (disk space that is used as RAM memory)
I Hope someone know how to fix the problem.....
i already have edited the amount of virtual memory to the option - manage by system -
and i have changed that on both of my partitions inc the one where leveledit is installed on. by now i got 3070 mb virtual mem
i changed this by: right click 'this computer" -- "properties"-- "ädvanced"-- by prestations "adjust" -- "advanced" -- at the bottom u see virtual memory and u can adjust it.
i realy wanted to know why and what that message means becozz i already tried all the things with virtual memory.
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i use windXP pro NL languegue
on c drive i have 4,69 gb availble (not used)
on f drive i have 10,2 gb availble (not used)
leveledit and all programs are installed on the f drive
1GB of RAM memory and a 2,2 GHTZ processor
video memory is 128mb
grtz,
Jasperbak_nl
Rencom server Fan - Marathon#1
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