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Phendrena

Path Nodes in ZDoom [Solved]

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Hi all,

I quick question or two about path nodes;

1) Do they need to be in line of sight of the monster or can they be round a corner?
2) Must path nodes be at the same level as a monster or will they successfully manage to walk up stairs/slopes/lifts??

I ask because I would like to add path nodes to a section of my level but so far the bugger won't walk down the stairs he just wanders around the first node like a drunk lemming.

I am fairly sure I have set the nodes correctly;
Node 1 -> Node 2 -> Node 1 and configured the path special on the monster correctly.

Any suggestions???

Thanks,

Dave

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I don't *think* they have to be in sight but I'm fairly sure every one that I have placed has been in sight so I can't be certain. I usually place them at natural turning points so I would tend not to put them round corners but on the corner instead. A monster can certainly go up/down stairs when following a path node.

If yours aren't working, then perhaps you have made a small error somewhere. It might be worth posting your map for people to check.

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Enjay said:

I don't *think* they have to be in sight but I'm fairly sure every one that I have placed has been in sight so I can't be certain. I usually place them at natural turning points so I would tend not to put them round corners but on the corner instead. A monster can certainly go up/down stairs when following a path node.

If yours aren't working, then perhaps you have made a small error somewhere. It might be worth posting your map for people to check.

Link :::: http://sdrv.ms/OwkAW6 ::::

I can move the nodes around and the monster will quite happily head towards them, he just won't move down the stairs!!

(The map uses cc4-tex so it might look odd if you don't have it)

Oh, this is a really really small map atm as it is only a WIP :)

Dave

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You can definitely place your "path node" (I assume you mean patrol point) around corners. But, as Enjay said, make sure that the points are not too far apart when going around corners.

Incidentally, you can also trigger a desired special when the actor reaches any given point. Simply use a Patrol Special (Type 9047), give it the same tag ID as that of the corresponding patrol point, and place it in void space near the patrol point. [This last step is merely for convenience, so that you'll be able to readily tell that there is a special associated with the patrol point.]

As for the actor not going up/down stairs, perhaps you should place one point in the middle of the stairway and try. Keep in mind that the "depth" (not height or width) of each step needs to be sufficient to accommodate the diameter of the actor climbing the steps, otherwise the actor will not be able to get on the steps.

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I'll try sticking them a lot closer together on the stairs when I get home later (I'm in the park with my little lad atm). Its daft as the monster will quite happily open the door to get to the next node!

Dave

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ReX said:

Keep in mind that the "depth" (not height or width) of each step needs to be sufficient to accommodate the diameter of the actor climbing the steps, otherwise the actor will not be able to get on the steps.

This. To be more specific, normally monsters can climbs steps up to 24 units high (same as the player), but if the monster is wide enough (or the steps thin enough) that it has to overlap two steps, the maximum height is 12 units per step. This is due to the fact that a monster will refuse to move if the movement would cause any part of the monster's body to be more than 24 units above the floor. This diagram explains everything you need to know about monsters and stairs:

 ******* <- Monster's centre is on the middle step, but due to it's width,
 *     *    it is still standing on the top step. But part of the monster
 *     *    is overhanging the floor two steps down.
 *******
--+         The total height difference between the top step and the floor must be
  |         24 units or less if the monster is to be able to move.
  +--+
     |
     +----

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Foxpup said:

This. To be more specific, normally monsters can climbs steps up to 24 units high (same as the player), but if the monster is wide enough (or the steps thin enough) that it has to overlap two steps, the maximum height is 12 units per step. This is due to the fact that a monster will refuse to move if the movement would cause any part of the monster's body to be more than 24 units above the floor. This diagram explains everything you need to know about monsters and stairs:

 ******* <- Monster's centre is on the middle step, but due to it's width,
 *     *    it is still standing on the top step. But part of the monster
 *     *    is overhanging the floor two steps down.
 *******
--+         The total height difference between the top step and the floor must be
  |         24 units or less if the monster is to be able to move.
  +--+
     |
     +----

Reading this I do think that's the problem as the stairs are quite close together, I'll adjust them later and post my results :)

Dave

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Having adjusted the length of the stairs and reducing the height slightly the actor now trundles up and down the stairs. Problem sorted.

Thank you for the advice,

Dave

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Editing the game for something like 18 years and I'm still learning. I knew that monsters couldn't go down very steep stairs but I wasn't sure of the exact mechanism for the restriction or when it would kick in.

Foxpup said:

 ******* <- Monster's centre is on the middle step, but due to it's width,
 *     *    it is still standing on the top step. But part of the monster
 *     *    is overhanging the floor two steps down.
 *******
--+         The total height difference between the top step and the floor must be
  |         24 units or less if the monster is to be able to move.
  +--+
     |
     +----


And that makes it very clear. Thank you.

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