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Proscribed Paths for weapons

UnrealEd 2.1 (227i) and UnrealEd 2.2 (227j), for Unreal 227. With many additions, bugfixes and improvements. Ask mapping related questions, or give hints, tips and tricks.
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Teromen
OldUnreal Member
Posts: 24
Joined: Thu Sep 24, 2020 10:37 pm

Proscribed Paths for weapons

Post by Teromen »

Does anyone know how to exclude weapons from path nodes? I tried setting a tag but I must have done it wrong :(

I set the group of the weapon to the proscribed-path of the path-node. I must be using the wrong thing to tag/name the weapon. I also tried the weapons unique name.

The only thing I can think of is using a invisible collision cylinder or mesh to block paths.

Edit: A Block-All with everything but path-collision disabled seems to work in the editor at least. But there must be a better way to do this. Any ideas anyone?

Just to say... Man I appreciate the work they have done on this 227 update. These paths options are very nice.
Last edited by Teromen on Wed Oct 14, 2020 1:31 am, edited 1 time in total.
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.:..:
OldUnreal Member
Posts: 1634
Joined: Tue Aug 16, 2005 4:35 am

Re: Proscribed Paths for weapons

Post by .:..: »

In 227j I added a variable to inventory: bNoInventoryMarker, setting that one to true in there will exclude the pickup from navigation network.
But for 227I you'll have to use BlockAll or so.
1823223D2A33224B0 wrote:...and now im stuck trying to fix everything you broke for the next 227 release xD :P
(ಠ_ಠ)
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