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pathfinding on dsapo objects [message #269532] Thu, 28 June 2007 23:18 Go to next message
Veyrdite is currently offline  Veyrdite
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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 )
Re: pathfinding on dsapo objects [message #269562 is a reply to message #269532] Fri, 29 June 2007 02:09 Go to previous messageGo to next message
danpaul88 is currently offline  danpaul88
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I assume you did click 'Generate Sectors' to generate the pathfind information? Also the pathfind blockers are exactly that, blockers. They simply prevent any paths going through that area.

http://steamsignature.com/card/1/76561197975867233.png
Re: pathfinding on dsapo objects [message #269646 is a reply to message #269532] Fri, 29 June 2007 13:14 Go to previous messageGo to next message
Jerad2142 is currently offline  Jerad2142
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Red portals are usually things like door entry zones where the doors open.

Re: pathfinding on dsapo objects [message #269702 is a reply to message #269646] Fri, 29 June 2007 17:54 Go to previous messageGo to next message
Veyrdite is currently offline  Veyrdite
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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

index.php?t=getfile&id=3655&private=0

These are the red portals

index.php?t=getfile&id=3656&private=0

EDIT: also check the attached wav, i found it in always.dat
  • Attachment: LE_1.jpg
    (Size: 404.01KB, Downloaded 232 times)
  • Attachment: LE_2.jpg
    (Size: 377.61KB, Downloaded 218 times)
  • Attachment: enlist.wav
    (Size: 101.64KB, Downloaded 62 times)


WOL: Veyrdite Previously: Dthdealer ( a long time ago )

[Updated on: Fri, 29 June 2007 17:58]

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Re: pathfinding on dsapo objects [message #269903 is a reply to message #269532] Sat, 30 June 2007 20:03 Go to previous messageGo to next message
Veyrdite is currently offline  Veyrdite
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Me so stuipid, me so dum!

index.php?t=getfile&id=3663&private=0
  • Attachment: sostuipod.jpg
    (Size: 105.58KB, Downloaded 200 times)


WOL: Veyrdite Previously: Dthdealer ( a long time ago )
Re: pathfinding on dsapo objects [message #269928 is a reply to message #269532] Sun, 01 July 2007 00:40 Go to previous messageGo to next message
Veyrdite is currently offline  Veyrdite
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Come across another problem,

http://www.renegadeforums.com/index.php?t=getfile&id=3655&private=0
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 )
Re: pathfinding on dsapo objects [message #269943 is a reply to message #269532] Sun, 01 July 2007 02:56 Go to previous messageGo to next message
Veyrdite is currently offline  Veyrdite
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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 )
Re: pathfinding on dsapo objects [message #269953 is a reply to message #269532] Sun, 01 July 2007 04:39 Go to previous messageGo to next message
Zion is currently offline  Zion
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It's for light files. Files that contain info on lights. You know?
Re: pathfinding on dsapo objects [message #269998 is a reply to message #269532] Sun, 01 July 2007 16:19 Go to previous messageGo to next message
Veyrdite is currently offline  Veyrdite
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No, i dont know, but i dont really need to anyways, just wanted to know what it is.

WOL: Veyrdite Previously: Dthdealer ( a long time ago )
Re: pathfinding on dsapo objects [message #275290 is a reply to message #269532] Tue, 24 July 2007 11:25 Go to previous messageGo to next message
Raptor RSF is currently offline  Raptor RSF
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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.
-----
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

http://bfbc2.statsverse.com/sig/clean1/pc/Raptor_RSF.png
Re: pathfinding on dsapo objects [message #275304 is a reply to message #269532] Tue, 24 July 2007 12:13 Go to previous message
Oblivion165 is currently offline  Oblivion165
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Only post in one topic please...they all come to the top.

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