Question about AI paths and hubs

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newguy99
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Question about AI paths and hubs

Post by newguy99 »

I have Kamino platforms on my map and I want the attacking team to go up a walk way onto a plaform to shoot down at the other team so I put hubs and connection paths and on top of the platform I put a patrol hint so they would stand around up on the platfrom, but when I played the map the AI just went around the platform (I have barriers so they cant go under the platfrom) and they went around to the other base, how could I make it so AI would go up there? Would weighing the hubs leading up to the platform work?
(how can I get a image in my post from off my pc? Because I could just show a pic of how the hubs are set up)
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Re: Question about AI paths and hubs

Post by Jendo7 »

newguy99 wrote:(how can I get a image in my post from off my pc? Because I could just show a pic of how the hubs are set up)
To take screens you could either use fraps http://www.fraps.com/download.php or print screen (prt sc) + past into an image tool like paint, upload it to a free image hosting site like image shack or photobucket and then past the images url into your post using img code. If that makes any sense, lol.
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Re: Question about AI paths and hubs

Post by newguy99 »

Thanks!
Have you had any experience dealing with hubs and connections? Because that is my real problem, or do you know of a tutorial or forum thread that deals with this?
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Re: Question about AI paths and hubs

Post by Jendo7 »

Your problem could be that you have placed the barrier underneath the platform and connections and this could stop the bots from following the path. In other words you should place the barrier around the platform, not underneath it so it doesn't come in contact with the planning paths as barriers are usually of infinite height, unless you toggle their height in the menu. The only problem is that height is reset to 50 everytime you open ZE.
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Re: Question about AI paths and hubs

Post by newguy99 »

I did that they are around the edges of the platfrom.
and I even left a space where the walkway comes up to the platfrom with a connection going right up the walkway
(p.s. how do I rotate objects in zero editor because the rotate object button thing doesn't seem to change the rotation or does it and it just doesn't display it till you play the actual mudged and all map?)
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Re: Question about AI paths and hubs

Post by Jendo7 »

1. Does your hub start from a CP spawn path. 2. x + middle mouse button for rotate sideways or left/right mouse button rotate up/down.
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Re: Question about AI paths and hubs

Post by newguy99 »

Do you mean like ontop of a spawn point, if so, no the hubs are positioned different places some of the closest are about on square(8 by 8 or something) away for any spawn points

(edit: you know of a good website to upload my pics to?)
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Re: Question about AI paths and hubs

Post by Jendo7 »

I have found that the only way you can get the AI to follow connections is to have the starting hub placed over a CP spawn point and the final destination hub to be placed over another command post. You could put a command post on the platform without spawn points and set it to team 0 so it's capturable.

http://photobucket.com/
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Re: Question about AI paths and hubs

Post by newguy99 »

Ok, thanks I'll try putting the hubs over spawn points!
do you know how to rotate objects in zero editor because I can't figure it out?(sorry for such a beginner question)
p.s. thanks for the pic site link
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Re: Question about AI paths and hubs

Post by Jendo7 »

x button on the keyboard + middle mouse button for rotate sideways or left/right mouse button rotate up/down.

No problem :)
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Re: Question about AI paths and hubs

Post by newguy99 »

You mean to rotate a hub you can use those keyboard keys(I though the letter was "c" when you wanted to move/lift in x,y,z axis and then use the mouse buttons while holding down c?
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Re: Question about AI paths and hubs

Post by Jendo7 »

X plus mouse buttons for rotating objects and C plus mouse for moving objects up/left and right.

Unless of course I have completely confused myself, lol.
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Re: Question about AI paths and hubs

Post by newguy99 »

OHHHH I get it sorry I didn't read something quite right!
TY so much!
edit: I just opened zero editor and it worked I can rotate objects!!!!
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Re: Question about AI paths and hubs

Post by Jendo7 »

That's great! Any luck with the planning paths?
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Re: Question about AI paths and hubs

Post by newguy99 »

Yep it's fixed, I just deleted the paths and hubs that lead around the platfrom and put a walkway up the other side so both teams meet and fight it out up there
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Re: Question about AI paths and hubs

Post by Jendo7 »

Great! That's one problem solved :) I find once I resolve one problem 2 more pop up in it's place, lol. Modding is a bit like that.
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Re: Question about AI paths and hubs

Post by newguy99 »

Well you can add me to the list of people who have problems poping up everywhere, because I can't find the bespin tga texture file for the ground tiles like in cloud city. I checked \BFBuilder\Assets\Shipped Worlds\Bespin\? where do I look, in the msh's, world1, world2? I know you have it in your escape map and was wondering what the name was
(so far I managed to get the mini map of cloud city:platfroms pasted about about a thousand times all over my map :oops: lol)

EDIT: I found it, it's called bes2_main_2.tga, but now do you know how I can change the color like you did?
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Re: Question about AI paths and hubs

Post by Jendo7 »

Go to edit mode: color. Then you basically click on the color you want in the bottom menu (color table) and click paint in the left menu. I got my color through trial and error. I chose a really light color and then using the blend tool on the left, blended a darker color over the top. You just have to experiment until you get the desired effect.
Last edited by Jendo7 on Fri Jun 12, 2009 12:28 pm, edited 1 time in total.
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Re: Question about AI paths and hubs

Post by newguy99 »

Ok, thanks.
I'll keep at it, still got to get the sky changed to bespin or something, but I think I know of some tutorials for doing that so it should be a little easier!
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Re: Question about AI paths and hubs

Post by Jendo7 »

Ahh! I did a tutorial about changing the default sky in the below thread, a while back.

http://www.gametoast.com/forums/viewtop ... 46#p316746
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