PDA

View Full Version : For lazy mappers that don't like to make Paths



Higor
06-08-2013, 04:49 PM
Load the mutator, add them ingame, export to T3D and import them in UnrealEd with the map loaded.
UT99.org | XC_PathMaker - Make PathNodes in UT/Unreal and export to T3D : Mutators (http://www.ut99.org/viewtopic.php?f=7&t=4875)

Crsk
06-08-2013, 07:33 PM
i'm lazy :D! thanks

'Zac
06-08-2013, 08:49 PM
my i first started mapping, hitman from UM started teaching me a little bit and he said to ALWAYS put in pathnodes. so i have been ever since. i hate having to have bots in maps and them not moving -_-

][X][~FLuKE~][X][
06-08-2013, 09:14 PM
um, why dont you just add them automatically in Ued build functions?

I have never built the entire pathway in any map i have built, i make Ued build paths and then add or remove pathnodes as necessary.

Higor
06-08-2013, 09:20 PM
UEd is stupid, and Bots are subpar on these networks.

This is a screenshot of a 100% optimal ClarionUltimateV7 path network (unreleased edit).
https://dl.dropboxusercontent.com/u/58384316/UT99/Shots/Unrealed/CUltimate1.jpg

][X][~FLuKE~][X][
06-09-2013, 06:54 AM
nah, default path building gets 90% down what you need and all you have to do is tweak the paths, this just seems a lot to do for no real benefit, I mean when are you going to be playing with bots that often anyway, the only other thing you need pathnodes for are the rand spawn of RU crystals.

not shooting anyone down with their methods etc. just my opinion considering i have been mapping for over 10 years and thats how i have always done them and find this method long winded and unnecessary.

my RX server has a similar system to siege where rand RX's and fuel cores are spawned on pathnodes within a radius of the flagbase if it isnt an actual RX designed map.