PathNode
The PathNode actor possibly is the most common NavigationPoint. It provides no additional script but has a texture which makes it possible to put it in a map using the Editor. The PathNodes usually build the backbone of the bot AI navigation system of a map. Pathnodes work the same in UT2003 as they did in UT, with the exception of a couple new properties that are inherited from UT2003's NavigationPoint class.
Properties
- Pathnode Properties
- Advanced
- Collision
- Display
- Events
- Movement
- NavigationPoint
- bAlwaysUseStrafing
- bBlocked
- bMakeSourceOnly
- bNeverUseStrafing
- bNoSuperSize
- bOneWayPath
- bPropagatesSound
- bVehicleDestination
- ExtraCost
- ForcedPaths
- ProscrivedPaths
- Object
- Name
- Sound
Related Topics
- Bot Support – Main topic for bot support
- Bot Pathing – Concepts and elements of a bot path network
- Basic Bot Pathing – A tutorial for basic bot pathing
- Bot Pathing – Concepts and elements of a bot path network
Discussion
SuperApe: There should be some properties here.
D-Frag: here are most useful ones, and all the 'NavigationPoint' specific ones.
Most are described in the linked pages that discuss pathing.
Category To Do – Fill in properties