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Pathlogic V1.03-R0 -
Pathnoding Utility
By:
Robert Wey
Robert Wey
Here's another great
utility from the author of the TextAlign tools, Robert Wey. This one
allows you to place pathnodes in your map's not using UnrealEd but by
actually walking around your map while in UT itself!
This is the PC
Version (20 kb)
!!! See section VI
for a quick view of what's changed.
!!! Special thanks to JTRipper
for suggesting the change that allows inventory to be picked up. Thanks
JT!
Table of Contents:
I.
Description II. Installation III. PathLogic Console Commands IV.
Using V. Elevator Mode VI. Revisional History VII. Disclaimer and
Legal
I. Description
PathLogic is combination Windows EXE and a UT
script file that allows you to place nodes and other various navigation
points in your map while playing the map...rather than in UnrealEd. The
obvious advantage to this is the time required to lay the paths. While
pathing in your map, all pathnodes you place as well as preexisting
pathnodes are visible. You can either place pathnodes manually or
automatically as you walk. The interval at which nodes are placed
automatically is fully adjustable during gameplay and all placements are
checks for crowding. Once placed, a nodes can then be erased if desired.
Reading the following sections in their entirety will explain all the
features you can control.
II.
Installation
1) Copy PathLogic.u to your UT\System directory. 2) Copy
PathLogic.exe to a directory of your choice. 3) Although PathLogic
alters, then restores your User.INI file, its probably a good idea to
make a backup of USER.INI before using PathLogic.
NOTE: PathLogic scans your
registry for the UnrealTournament directory. If, upon starting
PathLogic.exe, it displays the message "Can't find UT directory", you can
add (at your own risk) the following string entry to your registry to
resolve the problem:
[HKEY_LOCAL_MACHINE\Software\Unreal
Technology\Installed Apps\UnrealTournament]
"Folder"="C:\\UnrealTournament"
The registry entry above adds a
string value called "Folder". The actual path specified
("C:\\UnrealTournament" in the above example) will vary depending on your
UT installation.
III. PathLogic Console Commands
Pathnodes are
placed while you PLAY your map...not from within UEd. You command it via
console commands and, thus, it's strongly recommended that you bind the
following to some keys for quick access. Commands PathLogic understands
are:
PathMode
n
Where n is 0, 1, 2, or 3. 0 = Manual Mode. Must tell it place a
pathnode. 1
= Auto Mode. Nodes are placed at intervals as you walk. 2 = Erase Mode. Run
into them and they're erased. 3 = Elevator Mode.
Autoplace of LiftExit/LiftCenters
Default is 0, Manual
Mode.
SelectPathType Cycles through Normal Pathnodes, One-way
Pathnodes, and Alternate Pathnodes. A message will display current
selection.
Default is Normal pathnodes.
APathRo n Specifies the
AlternatePath bReturnOnly value. Where n is 0 or 1
APathWt n Specifies the
AlternatePath SelectionWeight value. Where n is the desired
value.
APathTm n Specifies the AlternatePath Team value. Where n is 0 -
3.
AutoPathSpacing n Where n is a "world units" spacing value.
Determines how far apart auto nodes will be placed. Default is
350.
MinimumClearance n Where n is a "world units" spacing value.
Determines clearance checking distance to prevent placing nodes too close
together. Default is 64.
DropPathnode Manually place current path type pathnode at
your current position.
DropPlayerStart Place a player
start at your current position.
In order to make PathLogic easy to
use, it is strongly recommended than you bind at least a couple of
AutoPathSpacing commands to keys. Being able to quickly switch this value
is is very helpful when traversing varying geometry in your map. Have a
couple (at least) of AutoPathSpacing along with the mode switch and the
drop commands. Doing this will give you much quicker control over the
process. The following is an example of some possible key bindings that
replace the default player view bindings with PathLogic
bindings:
NumPad0=DropPathNode NumPad1=AutoPathSpacing
128 NumPad2=AutoPathSpacing 256 NumPad3=AutoPathSpacing
350 NumPad4=PathMode 3 NumPad7=PathMode 0 NumPad8=PathMode
1 NumPad9=PathMode
2 NumPadPeriod=DropPlayerStart GreySlash=SelectPathType
IV.
Using
1) Build your map up to the point where you want to add
pathnodes. Its better to have all weapons and pickups in place, but not
necessary. Place one playerstart in the map. Build your map (make sure to
define paths), save it, and exit UEd.
2) Run PathLogic.
A message will appear asking if you want to run Unreal Tournament in
PathLogic mode. Answer Yes to proceed.
3) PathLogic will
minimize itself to your taskbar and will luanche UT. Start a practice
session on the map you want to pathnode. Make sure to turn off ALL
mutators. During the flyby intro, make sure NOT to accidently add any
pathnodes as these will also be considered for your map and will either
wind up hanging in the air or off the map. When your map starts, you will
be in Manual Mode. Any preexisting pathnodes will be visible.
4) Use the
different commands listed in Section III as necessary. Avoid a lot of
erasing. PathLogic will only record 2048 nav points. This number may
increase in later revs.
5) You can fly
while your in the game and even ghost. Autopathing is inhibited while
flying or falling.
6) When you're done,
simply exit UT and then pull up PathLogic from the taskbar.
7) Press "Make Path
Map" to exit PathLogic and have it generate a path map. Press Cancel to
bypass building the path map.
8) Reload your map in
UEd and Import PLMap.t3d from your Maps directory. Make sure to check mark
"Import to existing map", then hit OK. UEd will pull in all nodes you left
behind in the last pathing session. You can then edit/tweek these as
necessary.
V. Elevator Mode
Elevator mode
can autoplace LiftExits and LiftCenters on Movers. This placement,
however, is limited to movers with an Object/InitialState of
StandOpenTimed. Follow these steps to add two lift exits and one lift
center to an elevator.
1) Approach the elevator and stop where you want
the "rest postion" lift exit to be placed.
2) Switch to
PathMode 3 (Elevator Mode). Upon switching to this mode, a LiftExit will
be placed where you stand. A message will appear indicating Elevator Mode
and will also display the mover tag it thinks you're dealing with. If this
tag is incorrect, switch to Erase Mode and erase the tag. If it is
correct, proceed (step 3).
3) Step onto the
elevator in question. You will have 4 seconds to position yourself in the
center of the elevator where you want the lift center to be
placed.
4) Ride the
elevator to the top and climb out the direction desired, then stop where
you want the second lift exit to be placed. Change to any other mode (i.e.
Manual Mode) and the second lift exit will appear.
How it
works: When you change to elevator mode, PathLogic searches for the
nearest visible mover with an Object/InitialState of StandOpenTimed. If it
can't find any within 512 units, a message will be displayed and your mode
will not change from what it was. If does find one, it remembers its
Event/Tag, displays that, then creates the first LiftExit setting its
LiftTag accordingly. Next, PathLogic waits for the elevator to be
triggered and four seconds later, when the elevator starts moving, it
places the lift center.
NOTE:
when you first
start the game, all StandOpenTimed elevators have a four second delay
added to whatever their current delay is. This gives you time to get
yourself centered on the elevator. Finally, when you step off the elevator
and change out of elevator mode, it will only place a second lift exit if
a lift center was placed. Thus, it is possible to add more than two lift
exits by simply entering Elevator Mode near the elevator in question and
then never riding the elevator...rather, just change to another mode. When
you do this, as always, verify the elevator Event/Tag on the
readout.
Problems: If you have a HUGE elevator and it says "Can't locate elevator"
... even though you're sure your standing within 512 units, its likely the
origin of the mover brush is more than 512 units away. PathLogic only uses
the mover's origin to measure distance. In these cases, you'll have to
place the first lift exit within 512 of the origin (even though that may
not be where you want it), and reposition it later in
UnrealEd.
VI. Revisional History
1.00 Initial
release. 1.01 Added custom sprites for nodes. Executable can be run
from any directory. Launches UT. Prints path stats when path map is built.
Launches in Manual Mode. 1.02 Inhibits autoplace if flying or falling.
Fixed missing error message when could not find UT directory...now shows
message. Implements elevator LiftExit/LiftCenter. 1.03 Added support
for AlthernatePaths. No longer disables inventory from being picked up.
Console command OneWayPath(n) changed to SelectPathType. Added console
command APathProperties.
VII. Disclaimer
and Legal
Digital Innovations,
Inc. offers this freeware utility "As Is". We will not be held responsible
for any damages, loss of time, business, etc. resulting from the use or
misuse of this product. You may distribute this program as freeware
provided the archive remains intact. You may not, under any circumstances,
distribute this product for sale or profit either directly or indirectly
without the prior written consent of the author.
If you have any
questions regarding this utility, please contact the author Robert
Wey |