PathLogic
Pathlogic's objective is to allow a mapper to add a variety of navigation points to his/her map while playing the map, rather than from within UEd. If you're pathing one small map, learning and using Pathlogic may be more trouble than its worth. If, however, you have a large map to path or you crank maps out like link sausages, it will probably be worth your while.
The basic mechanism behind Pathlogic is a subclassed PlayerPawn (that you use during a "Pathing Session" ) that spawns special subclass markers... either when you push a button or at intervals. These "markers" show up in the map like pathnodes, players starts, etc., but their sprites are slightly altered so you can tell what they are. Every time you poop one out, it logs what type it is and its XZY location. When you exit the game, Pathlogic then examines the UT Log file and collects information from Pathlogic specific entries it finds. It uses these entries to mock up a T3D? map that you can then import into your existing map. Generally, the concept was easy... its the details that took some time.
Here is a quick list of the [Navigation Point]?s Pathlogic will let you place:
- Regular PathNode
- OneWay Pathnodes
- AlternatePath node
- PlayerStart
- LiftCenter & LiftExit (UT)
For Alternate Pathnodes, there's a console command for setting bReturnOnly, SelectionWeight, and the Team value. If you change any of these three settings, all subsequent AlternatePathnodes placed will use those settings.
LiftCenter and LiftExit placement was very challenging to code up... but work great and saves a lot of time. You don't even have to key in the tag names or anything. Just change to Elevator Mode (which drops a lift exit), step onto the elevator (which starts 4 seconds later then places the LiftCenter), then step off and change out of Elevator Mode( which drops the second lift exit). The 4 second delay is temporarily added to all StandOpenedTimed movers when you enter the game. This was necessary to give you time to center yourself on the lift before it starts moving. Learn to use Elevator Mode...its a big time saver.
Placement of the various pathnodes can be done manually (a key alias is best) or automatically at intervals you can set. When pathnodes are placed, Pathlogic will even check for crowding with other nav points...and give you a little warning beep and a message. The crowding clearance can be set via the console as well.
If you misplace nodes, no worries...there's an Erase Mode. Simple change to Erase Mode and bump into the misplaced nav point and it will vanish. Know, however, that placing AND erasing are both considered operations and currently Pathlogic will only log up to about 2000 operations. I've found, however, that this can accomodate one hell of a big map.
Now, back to what I said at the top: Pathlogics basic mechanism uses a subclassed PlayerPawn. How do you select this as your player when you want to path a map? You don't!!! Simply launch Pathlogic.EXE, it will find/save your User.INI file, change the player model to the new subclass, launch UT for you, then restore your User.INI file when you're done.
For the complete description of Pathlogic, see its associated .TXT file in its ZIP archive. Many web sites have the zip for download...or you can get it off my files directory at http://www.gentekcom.com/~diinc/UTMaps. You'll also find a lot of other interesting things in this directory...feel free to download whatever you wish.
Related Topics
- Bot Support – Hub for bot support
- Bot Pathing – Concepts and elements of a botpath network
- Basic Bot Pathing – A tutorial on basic bot pathing.
Discussion
Tarquin: Is there a UT2003/4 version?
Ceej: Looks like no. Here's a working url for anybody still mapping in plain UT: http://www.planetunreal.com/fordy/pathlogic.htm