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AI Path Master **New Discussion**

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Blu3Haz3
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Posts: 284
Joined: Fri Apr 30, 2010 10:05 pm

AI Path Master **New Discussion**

Post by Blu3Haz3 »

Has anyone had the idea of possibly making a path node script, where when the player runs through a map... it records his positions after each respawn???  As possibly creating a mutator to remember these foot steps for AI to follow them???  Maybe it is actually possible to give AI a sense of intellegence, though it being copy cating... if this is possible... give me your opinions.  I'd love to prioritize this over anything I am doing right now, if it is of course possible. 

--List Of Ways--
1) Get rid of all of the monsters...
2) Mutator that allows the player to use an item that drops PathNodes... and possibly writes them to an INI.
3) The Mutator has multiple kinds of PathNodes, possibly JumpNodes, CrouchNodes, ShootNodes (Records target... aka.. trigger or mover) and also traces their rotation and coordinate.
4) The Mutator allows the player to spawn at a PlayerStart, and make nodes to the End of the map.  And then restart the map to make another pathway.  Once the player has made the group of PathNodes, and ends the level... the PathNodes get compiled to the INI.
5) Mutator that reads the Path Nodes and adds them to the regular game... so AI has a random choice of picking which Pathway it will use per re-spawn.  Randomly, it will always use a different path.

**Here is a basic idea of the Recording.INI**
[PathRecord.ini]

//////////PathNodes///////////

[Vortex2.unr]

[PathGroup.Group1]  // Initiated by the Player Start
-Pathnode 1 [map cordinate:x,y,z] [rot var: x,y,z]   //Player spawned
-Pathnode 2 [map cordinate:x,y,z] [rot var: x,y,z]   //Player spawned
-Pathnode 3 [map cordinate:x,y,z] [rot var: x,y,z]   //Player spawned
-Pathjump 4 [map cordinate:x,y,z] [rot var: x,y,z]
//Player spawned
-Pathnode 5 [map cordinate:x,y,z] [rot var: x,y,z]   //Player spawned
[PathGroup.END]

[PathGroup.Group2]  // Initiated by the Player Start
-Pathnode 1 [map cordinate:x,y,z] [rot var: x,y,z]   //Player spawned
-Pathjump 2 [map cordinate:x,y,z] [rot var: x,y,z]   //Player spawned
-Pathnode 3 [map cordinate:x,y,z] [rot var: x,y,z]   //Player spawned
-Pathjump 4 [map cordinate:x,y,z] [rot var: x,y,z]
//Player spawned
-Pathnode 5 [map cordinate:x,y,z] [rot var: x,y,z]   //Player spawned
[PathGroup.END]


[SpireVillage.unr]

[PathGroup.Group1]  // Initiated by the Player Start
-Pathnode 1 [map cordinate:x,y,z] [rot var: x,y,z]   //Player spawned
-Pathnode 2 [map cordinate:x,y,z] [rot var: x,y,z]   //Player spawned
-Pathnode 3 [map cordinate:x,y,z] [rot var: x,y,z]   //Player spawned
-Pathjump 4 [map cordinate:x,y,z] [rot var: x,y,z]
//Player spawned
-Pathnode 5 [map cordinate:x,y,z] [rot var: x,y,z]   //Player spawned
[PathGroup.END]

[PathGroup.Group2]  // Initiated by the Player Start
-Pathnode 1 [map cordinate:x,y,z] [rot var: x,y,z]   //Player spawned
-Pathjump 2 [map cordinate:x,y,z] [rot var: x,y,z]   //Player spawned
-Pathnode 3 [map cordinate:x,y,z] [rot var: x,y,z]   //Player spawned
-Pathjump 4 [map cordinate:x,y,z] [rot var: x,y,z]
//Player spawned
-Pathnode 5 [map cordinate:x,y,z] [rot var: x,y,z]   //Player spawned
[PathGroup.END]

**Am I crazy, or is this possible :D**
Last edited by Blu3Haz3 on Wed Jul 27, 2011 2:57 am, edited 1 time in total.
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[]KAOS[]Casey
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Re: AI Path Master **New Discussion**

Post by []KAOS[]Casey »

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Blu3Haz3
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Joined: Fri Apr 30, 2010 10:05 pm

Re: AI Path Master **New Discussion**

Post by Blu3Haz3 »

that is a good project, but that has nothing to do with my idea... other than being able to edit the game while playing. My idea is to completely enhance the path noding of AI, if you understood what I meant... it would give the AI reference to how the player would go through the map. I'm not sure that you read through things carefully...
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[]KAOS[]Casey
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Re: AI Path Master **New Discussion**

Post by []KAOS[]Casey »

that is a good project, but that has nothing to do with my idea... other than being able to edit the game while playing.
Uh oh! too bad you can't edit in game with that! Mayhaps one should read more carefully while one is bs!
My idea is to completely enhance the path noding of AI, if you understood what I meant... it would give the AI reference to how the player would go through the map.  I'm not sure that you read through things carefully...
It's painfully easy to path a map how a player would walk through it. Not only that, but I've actually used a mod like you describe and it is a horrible, painful, slow and BS process.
Last edited by []KAOS[]Casey on Wed Jul 27, 2011 7:24 am, edited 1 time in total.
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Blu3Haz3
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Posts: 284
Joined: Fri Apr 30, 2010 10:05 pm

Re: AI Path Master **New Discussion**

Post by Blu3Haz3 »

I'm going to let you know right off the bat Casey, you're a hemorrhoid.
Last edited by Blu3Haz3 on Wed Jul 27, 2011 6:41 pm, edited 1 time in total.
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GreatEmerald
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Joined: Mon May 21, 2007 2:30 pm

Re: AI Path Master **New Discussion**

Post by GreatEmerald »

His methods might be a little on the Renegade side, but he's right. Placing pathnodes as you walk is basically as bad as using the automatic path build option in the Editor. Pathing needs to be done manually, and it's a rather easy thing to do, too. (Testing it is another thing, though.) And then you can add those paths to existing maps using that tool he mentioned there.
Jâçkrâßßit

Re: AI Path Master **New Discussion**

Post by Jâçkrâßßit »

I don't think it is really possible to even do that as the game is running with a normal mutator anyway.

Still, you could make a dummy class that drops every second while you run and record each vector to an INI like you say and then use dots advanced mutator Casey pointed out to manually position each one according to your INI spots (or find a way to parse data from the INI and do it automatically).
Last edited by Jâçkrâßßit on Wed Jul 27, 2011 10:16 pm, edited 1 time in total.
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Blu3Haz3
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Posts: 284
Joined: Fri Apr 30, 2010 10:05 pm

Re: AI Path Master **New Discussion**

Post by Blu3Haz3 »

I don't think it is really possible to even do that as the game is running with a normal mutator anyway.

Still, you could make a dummy class that drops every second while you run and record each vector to an INI like you say and then use dots advanced mutator Casey pointed out to manually position each one according to your INI spots (or find a way to parse data from the INI and do it automatically).
Thumbs Up for a good response!!!

Now I can see what this is about, and now that I can understand Casey's point without manipulation... I acknowledge this may be just as good. But the point of my idea was that the game would always give the AI some different path...
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[]KAOS[]Casey
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Joined: Sun Aug 07, 2011 4:22 am
Location: over there

Re: AI Path Master **New Discussion**

Post by []KAOS[]Casey »

Now I can see what this is about, and now that I can understand Casey's point without manipulation... I acknowledge this may be just as good.  But the point of my idea was that the game would always give the AI some different path...
Unreal's pathfinding functions will always use the shortest route to get from point A to B. The variance you speak of will barely exist.

edit: also making such player generated paths are extremely prone to making bad paths {bots running into corners of walls/doors badly} because you can't align them perfectly with the UED viewports.
Last edited by []KAOS[]Casey on Thu Jul 28, 2011 3:25 am, edited 1 time in total.
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