Paths FAQ

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What do I do if Pathfinding nodes are showing red dots or blue dots instead of green dots?

This might happen if no walk surfaces were detected. Please doublecheck that the floors in the region have been created with a HeroMaterial that is set to "walkable".

What do I do if Pathfinding nodes are overlapping but not generating white connector lines?

Assuming that you have at least red lines, this means that the two pathfinding nodes overlap, but do not have coincident walk surfaces in the overlap region. This might happen if no walk surfaces were detected. Please doublecheck that the floors in the region have been created with a HeroMaterial that is set to "walkable". This is a polygon class defined by the material in your art program, such as 3D Studio Max, by selecting the proper radio button when working on the material.

If a surface has been updated, the pathfinding nodes may not have updated yet. Try "wiggling" them (move them slightly) to get them to update.

How can I implement client side path finding?

The client does not have a copy of the navmesh so you can not make pathfinding requests locally at this time. However, you can easily make a request to the server for a path and then use the resulting path either on the client or on the server to assume control of the character and navigate them to the desired location.

HeroPath
$PATHSYSTEM

How do I make a group of NPCs race to the same point but use different paths?

You can use Pathfinding Nodes with their Active Property set to false to mark areas that should not be used for Pathfinding. We use this method of marking the negation rather than marking the valid areas because having to place nodes precisely every spot you want to be valid for pathfinding is extremely cumbersome. Pathfinding nodes also allow you to specify volumes of higher or lower "navigation weight" to bias paths towards or away from certain areas.

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