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Pathfind blocker? [message #-984261] Fri, 31 January 2003 03:08 Go to next message
Anonymous
I have made a map with rocks on it. I have used the pathfind blocker under editor only objects to restrict access so that the infantry don't get stuck. In the game the blockers don't seem to work am i using the right object? I have made a human pathfind generator and run pathfind generator if it's anything to do with it.

Thanks
Pathfind blocker? [message #-984260] Fri, 31 January 2003 03:24 Go to previous messageGo to next message
Anonymous
That only block the pathfind, that does not mean, that vehicles can't get there.
It's just for the harvester, so that it don't fall into a river or try's to drive into tunnels.
For the Vehcile can'T aces thing use a plane or Box with W3D option [x]vehicles and [x]hide activated. [Big Grin]
Pathfind blocker? [message #-984259] Fri, 31 January 2003 03:59 Go to previous messageGo to next message
Anonymous
No way of doing it within Level Edit?
Pathfind blocker? [message #-984258] Fri, 31 January 2003 04:02 Go to previous messageGo to next message
Anonymous
quote:
Originally posted by General Havoc:
No way of doing it within Level Edit?

no -you had to make them in renx.

you could always make them and proxie them in as terrain.
Pathfind blocker? [message #-984257] Fri, 31 January 2003 04:13 Go to previous messageGo to next message
Anonymous
How do you actually create a proxy, i have never done this. Based on the word i take it that proxy is a stand in object for a real one thats gets used when you actually play the map? is it simple to do?
Pathfind blocker? [message #-984256] Fri, 31 January 2003 04:54 Go to previous messageGo to next message
Anonymous
quote:
Originally posted by General Havoc:
How do you actually create a proxy, i have never done this. Based on the word i take it that proxy is a stand in object for a real one thats gets used when you actually play the map? is it simple to do?

Yes - it will pull in the named tile that is attached to the ~ bone. (proxie)

Look at the middle of the WW buildings -- notice the interior isnt there.

now -- look at how the they are called in commando -
everything is referenced to 0,0,0.

look in the renhelp file - i have a short tutorial on how to do this..

http://di.ww-unleashed.com/RenHelp
Pathfind blocker? [message #-984255] Fri, 31 January 2003 08:32 Go to previous messageGo to next message
Anonymous
you are pretty much way over doing it here...

make some small hidden block (about 2x2) in RenX, set the desired collision (physical for human, vehicle for... vehicle)

then export as terrain.

make a new tile, and set that as the preset, staticpys

now... this WILL show up like a PT, so be careful.
Pathfind blocker? [message #-984254] Fri, 31 January 2003 19:38 Go to previous messageGo to next message
Anonymous
Thats the right way, as Dante say, but one thing: Make one invisible and an invisible blok (baoth exported with the same name) but the hidden one in the root of your Modfolder, the other one into a seperate folder. Refer for the tile to the visible one, so you cans e it in Leveldit, but after exportig the invisible one will be used (or just delete/rename the visible one before exportig)
Taht will do it much easier to handle this Objekt
Pathfind blocker? [message #23581] Wed, 04 June 2003 09:31 Go to previous message
General Havoc is currently offline  General Havoc
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Bump. Here it is Sanads78

_General Havoc


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