Post by Hook on Apr 2, 2018 14:55:07 GMT -6
Pathnoding for Bots in UT Maps
by "Hook" - 7/2/02
If you have a large map, pathnoding can be quite a project. It is a very necessary feature however, if you want your map to work correctly and be a challenge with bots.
Pathnoding is used to tell bots about the geometry of your map. Unlike a human player, bots are essentially blind and don't see brushes that you place in your map. So, to tell bots where to go, you must leave little apple trails for them to follow. Pathnoding should be balanced carefully. Too many pathnodes can confuse bots! Not enough pathnodes can leave them stranded.
If you place them in awkward positions they may also get trapped.
There is a pathnoding utility or two out there that I hear work pretty well, for the most part. There is also an automatic pathnoding feature in UnrealEd, but it doesn't work well at all.
Here is a small picture, which shows you the kind of thinking you need to have when placing pathnodes. (Picture not included, yet)
Notice how the pathnodes are placed at intersections in the hallways so that navigation is easier for the bots. Also notice the spacing between pathnodes on ramps and stairs as opposed to open areas and hallways. Notice how the weapon and the medbox are used in place of a pathnode, and also to lure bots into places that they may not normally go. At this point, it is important to note that any inventory item or any other kind of navigation point you place in your map will act as a pathnode. Ammo, Armor, Power-Ups, Weaponry and Health are all included and can be particularly useful to coax bots into particular areas. With this in mind, it is best to place these pick up items, etc., BEFORE you pathnode your map. You should not place pathnodes too near to any of these items! Also, plan ahead as to where you may have trouble getting bots to go in your map. With the idea in mind that these pick up items should be placed not only where they may be desirable by players or bots, but also where they will do the best job of drawing bots to locations that they may not go very often, or even not at all, without these items in place. If needed, you can adjust the desirability of a pick up item or health item, etc. You can right click on the item to bring up its properties. Find where it says desirability. Adjust the number higher until it achieves the luring affect you desire.
To actually place pathnodes, do NOT do this in any of the 2d views. You need to do this in the 3d view for at least three good reasons.
1) You can move the camera through the 3d view as if you are the bot running through the map. This gives you an indication of where you should be placing them.
2) Pathnodes will not work if the bot cannot fit into the place that you put the pathnodes. Using the 3d view to place your pathnodes will ensure that this won't happen. If you try to add a pathnode to an area that is to small, it simply won't appear there when you try to add it.
3) Pathnodes placed using the 2d window can end up being on any floor in a map and not necessarily the floor you want it to be on.
To place pathnodes in your map, choose navigation points from the "actorclass browser" and amongst those you should see the "Pathnode" actor. (Go up to the top in the menu of UEd. Click on Actors (icon looks like a chess pawn picture) Expand list to "Navigation Points" - then find "Pathnode")
Left Click on "Pathnode" to highlight it, then in the 3d view (3d view box Only), right click on the floor and choose "add pathnode". Then move forward several paces in the direction you think the bot should head and place another one. Keep doing this until you have the whole map covered as far as places where bots can and should go. I usually keep my view high enough off the floor so I can still view the last pathnode I placed, when placing a new pathnode. This way I can somewhat gauge how many units away the pathnodes are being placed from one another. You should also look at the 2d top view window to keep an eye on how the placement and spacing of pathnodes is going. Keep pathnodes centered in halls and between objects and fairly evenly spaced between each other.
Here are a few tips for pathnoding:
* If you have a water zone, do not place pathnodes directly above it by the edge to coax bots out. The bots will continually keep jumping in the air to try and reach them. Instead, place the pathnode above the ground a little way off the side of the water area, but still in sight if the bots were to bob above the water. Keep the pathnodes that are at the edge of and in the water in line of sight with the ones just off the edge over the ground that are out of the water.
* Pathnodes placed in the water that are meant for bots to navigate with while in the water should be placed just below the surface. Some pathnodes can be placed near the bottom also for navigation in the deeper parts.
* Pathnodes should be placed roughly 700 units apart, (give or take), in flat and/or open areas. Pathnodes should be placed roughly 250 to 300 units apart, on stairs, ramps and/or inclined areas.
Viewscreen Information
(Checking out the connections between navigation points)
Right click on any of the menu bars where the small joystick is and a menu will appear. Go down to View, then pick View Paths.
View Paths is very useful. By choosing this option, View Paths will show you how and if all your pathnodes and inventory items are connected.
Blue lines connecting pathnodes or navigation points are the best connections and will be the most desirable routes taken by the bots. Red lines are still good connections but will be less desirable or less used routes by the bots.
You can of course move pathnodes just like any other objects to obtain a better fit in the navigation network or pathing.
View Paths is also a great way to see if and how ANY navigation points such as triggers, teleports, etc., are connected and functional!
That is it! If you have any questions, just let me know!
by "Hook" - 7/2/02
If you have a large map, pathnoding can be quite a project. It is a very necessary feature however, if you want your map to work correctly and be a challenge with bots.
Pathnoding is used to tell bots about the geometry of your map. Unlike a human player, bots are essentially blind and don't see brushes that you place in your map. So, to tell bots where to go, you must leave little apple trails for them to follow. Pathnoding should be balanced carefully. Too many pathnodes can confuse bots! Not enough pathnodes can leave them stranded.
If you place them in awkward positions they may also get trapped.
There is a pathnoding utility or two out there that I hear work pretty well, for the most part. There is also an automatic pathnoding feature in UnrealEd, but it doesn't work well at all.
Here is a small picture, which shows you the kind of thinking you need to have when placing pathnodes. (Picture not included, yet)
Notice how the pathnodes are placed at intersections in the hallways so that navigation is easier for the bots. Also notice the spacing between pathnodes on ramps and stairs as opposed to open areas and hallways. Notice how the weapon and the medbox are used in place of a pathnode, and also to lure bots into places that they may not normally go. At this point, it is important to note that any inventory item or any other kind of navigation point you place in your map will act as a pathnode. Ammo, Armor, Power-Ups, Weaponry and Health are all included and can be particularly useful to coax bots into particular areas. With this in mind, it is best to place these pick up items, etc., BEFORE you pathnode your map. You should not place pathnodes too near to any of these items! Also, plan ahead as to where you may have trouble getting bots to go in your map. With the idea in mind that these pick up items should be placed not only where they may be desirable by players or bots, but also where they will do the best job of drawing bots to locations that they may not go very often, or even not at all, without these items in place. If needed, you can adjust the desirability of a pick up item or health item, etc. You can right click on the item to bring up its properties. Find where it says desirability. Adjust the number higher until it achieves the luring affect you desire.
To actually place pathnodes, do NOT do this in any of the 2d views. You need to do this in the 3d view for at least three good reasons.
1) You can move the camera through the 3d view as if you are the bot running through the map. This gives you an indication of where you should be placing them.
2) Pathnodes will not work if the bot cannot fit into the place that you put the pathnodes. Using the 3d view to place your pathnodes will ensure that this won't happen. If you try to add a pathnode to an area that is to small, it simply won't appear there when you try to add it.
3) Pathnodes placed using the 2d window can end up being on any floor in a map and not necessarily the floor you want it to be on.
To place pathnodes in your map, choose navigation points from the "actorclass browser" and amongst those you should see the "Pathnode" actor. (Go up to the top in the menu of UEd. Click on Actors (icon looks like a chess pawn picture) Expand list to "Navigation Points" - then find "Pathnode")
Left Click on "Pathnode" to highlight it, then in the 3d view (3d view box Only), right click on the floor and choose "add pathnode". Then move forward several paces in the direction you think the bot should head and place another one. Keep doing this until you have the whole map covered as far as places where bots can and should go. I usually keep my view high enough off the floor so I can still view the last pathnode I placed, when placing a new pathnode. This way I can somewhat gauge how many units away the pathnodes are being placed from one another. You should also look at the 2d top view window to keep an eye on how the placement and spacing of pathnodes is going. Keep pathnodes centered in halls and between objects and fairly evenly spaced between each other.
Here are a few tips for pathnoding:
* If you have a water zone, do not place pathnodes directly above it by the edge to coax bots out. The bots will continually keep jumping in the air to try and reach them. Instead, place the pathnode above the ground a little way off the side of the water area, but still in sight if the bots were to bob above the water. Keep the pathnodes that are at the edge of and in the water in line of sight with the ones just off the edge over the ground that are out of the water.
* Pathnodes placed in the water that are meant for bots to navigate with while in the water should be placed just below the surface. Some pathnodes can be placed near the bottom also for navigation in the deeper parts.
* Pathnodes should be placed roughly 700 units apart, (give or take), in flat and/or open areas. Pathnodes should be placed roughly 250 to 300 units apart, on stairs, ramps and/or inclined areas.
Viewscreen Information
(Checking out the connections between navigation points)
Right click on any of the menu bars where the small joystick is and a menu will appear. Go down to View, then pick View Paths.
View Paths is very useful. By choosing this option, View Paths will show you how and if all your pathnodes and inventory items are connected.
Blue lines connecting pathnodes or navigation points are the best connections and will be the most desirable routes taken by the bots. Red lines are still good connections but will be less desirable or less used routes by the bots.
You can of course move pathnodes just like any other objects to obtain a better fit in the navigation network or pathing.
View Paths is also a great way to see if and how ANY navigation points such as triggers, teleports, etc., are connected and functional!
That is it! If you have any questions, just let me know!