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Hot Topic (More than 10 Replies) Test "Pathlogic" for me please. (Read 9285 times)
Buster
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Test "Pathlogic" for me please.
Apr 29th, 2008 at 2:21pm
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I remembered seeing this UTEd tool a few years ago. I went on a hunt for it, and found it.

It suppose to let you run around a map as a player, and drop in pathnodes that way. I sure hope it works. That would make pathing a map so much easier.

It's for UEd 2, which means it might work for Unreal 1 patch 227. I'm gonna test it for UGold (when I get the chance to). But can some of you test it out for me ...

Unreal 225, Unreal Gold and Unreal 227. Plus UT too.

It's got a readme with instructions. If it works it'll be on my site permanently. Let's cross our fingers.

http://www.members.shaw.ca/buster_sb/pathlogic.zip

Smiley
  

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Re: Test "Pathlogic" for me please.
Reply #1 - Apr 29th, 2008 at 8:33pm
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This should be possible to do as an UScript mod in 227d aswell now that theres clipboard functions in it.
  

Shivaxi wrote on Jul 25th, 2013 at 12:50pm:
...and now im stuck trying to fix everything you broke for the next 227 release xD Tongue

(ಠ_ಠ)
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Buster
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Re: Test "Pathlogic" for me please.
Reply #2 - May 12th, 2008 at 4:19pm
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So, has anyone tried it out yet? It's on my agenda for tonight for UGold, so I'll let ya all know the results.
  

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Chaos13
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Re: Test "Pathlogic" for me please.
Reply #3 - Jun 8th, 2008 at 9:01pm
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.:..: wrote on Apr 29th, 2008 at 8:33pm:
This should be possible to do as an UScript mod in 227d aswell now that theres clipboard functions in it.


You can make it as uscript mod for ANY version of unreal that has StatLog since it allows to write to files basically...
  

Skydev <Generic> = Chaos13 <Generic/Unreal1/UT99> = Dimension4 <Unreal1/UT99>
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Skw
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Re: Test "Pathlogic" for me please.
Reply #4 - Jun 15th, 2008 at 1:07pm
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I tried with U227d, but I couldn't get it working right. It says "Couldn't find log file".
  
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Re: Test "Pathlogic" for me please.
Reply #5 - Oct 18th, 2012 at 7:35pm
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Can't download.
  
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Buster
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Re: Test "Pathlogic" for me please.
Reply #6 - Oct 19th, 2012 at 5:41am
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Yeah, I know. That was the old URL for my site. I posted this request more that 3 years ago. I'd sure love to see it a part of UEd 2.1 (hint). I guess I'll have to find it again.

Smiley

Actually, I completely forgot about it until I saw the 'today' tag just now. Nice to see people reading past posts, though.
  

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medor
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Re: Test "Pathlogic" for me please.
Reply #7 - Oct 19th, 2012 at 5:56am
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GreatEmerald
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Re: Test "Pathlogic" for me please.
Reply #8 - Oct 19th, 2012 at 8:48am
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Buster wrote on Oct 19th, 2012 at 5:41am:
I'd sure love to see it a part of UEd 2.1 (hint).


It's a hack. Might as well use the "create path network" button, it's even easier... But neither way is proper. The only way to make proper paths is to place all nodes by hand.
  
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Re: Test "Pathlogic" for me please.
Reply #9 - Oct 20th, 2012 at 7:10am
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227i has real-time paths preview so that should make it a lot easier to place them as efficiently as possible.
  

Shivaxi wrote on Jul 25th, 2013 at 12:50pm:
...and now im stuck trying to fix everything you broke for the next 227 release xD Tongue

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Buster
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Re: Test "Pathlogic" for me please.
Reply #10 - Oct 20th, 2012 at 9:25am
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What I'd like to be able to do is be a player, navigate the map, hit a key(s) and have an 'apple' be placed at that spot. The paths can be defined and fine tuned later. It would be nice to be able to do that. It could appear at the same height and manner as if put there by a right-click. I'd sure like to use it.
  

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BobIsUnreal
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Re: Test "Pathlogic" for me please.
Reply #11 - Oct 20th, 2012 at 7:36pm
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this is technicly possible if you want to code a simple text scraper/ procceser
Just throwig this out there.

custom added function inverory etc  to spawn and log the vector to the log file
phraser to scrape the log file for said  logged spawn entries.
morph that data into a  t3d map file , import ,ap and merge ,
only thing is you cant undo. and if you make multiple paths they can overlap and crash , so its a one shot deal , after witch you need to use editor to edit.

this acully seems like a good idea ,
since i got many maps that need pathing , but i cant be bothered using the editor to place 4000 apples per map it tired me out to right click 8000 times to do that.

  

[REM_img]http://i.imgur.com/V3OSsDu.gif.disable[/img]http://i.imgur.com/JOu38Gs.gif
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Hellkeeper
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Re: Test "Pathlogic" for me please.
Reply #12 - Oct 20th, 2012 at 8:10pm
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BobIsUnreal wrote on Oct 20th, 2012 at 7:36pm:
since i got many maps that need pathing , but i cant be bothered using the editor to place 4000 apples per map it tired me out to right click 8000 times to do that.


Pathing is always painful and boring, I know how you feel.

Select one pathnode, CTRL+W, then drag the new one to the next place, CTRL+W, etc. You can select one pathnode and just move your mouse around the map, releasing pathnodes after pathnode, like Hop-o'-My-Thumb releasing bread crumbs. Not perfect, but hundreds of times more quick than the right-click method.
  

You must construct additional pylons.
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Buster
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Re: Test "Pathlogic" for me please.
Reply #13 - Oct 21st, 2012 at 6:55am
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Isn't it a great idea !!

It's just one of those "wish I could" things that's come up SO many times, it's become a frequent "wish I had."

I really wish there was.

Wink
  

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Re: Test "Pathlogic" for me please.
Reply #14 - Jan 20th, 2013 at 8:13am
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The Link is down Sad
  
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