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Test "Pathlogic" for me please.

Ask UnrealEd 2 mapping related questions, or give hints, tips and tricks
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Buster
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Posts: 1616
Joined: Wed Jun 08, 2005 3:02 am

Test "Pathlogic" for me please.

Post by Buster »

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

:)
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https://gatherstone.oldunreal.com

OK - he falls
Keep it Unreal !!
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.:..:
OldUnreal Member
Posts: 1637
Joined: Tue Aug 16, 2005 4:35 am

Re: Test "Pathlogic" for me please.

Post by .:..: »

This should be possible to do as an UScript mod in 227d aswell now that theres clipboard functions in it.
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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Buster
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Joined: Wed Jun 08, 2005 3:02 am

Re: Test "Pathlogic" for me please.

Post by Buster »

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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Keep it Unreal !!
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Chaos13
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Re: Test "Pathlogic" for me please.

Post by Chaos13 »

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 = Chaos13 = Dimension4
Skw

Re: Test "Pathlogic" for me please.

Post by Skw »

I tried with U227d, but I couldn't get it working right. It says "Couldn't find log file".
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iLikeTheUDK
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Re: Test "Pathlogic" for me please.

Post by iLikeTheUDK »

Can't download.
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Buster
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Re: Test "Pathlogic" for me please.

Post by Buster »

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.

:)

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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Keep it Unreal !!
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medor
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Re: Test "Pathlogic" for me please.

Post by medor »

Can't download.
http://unrealtournament.99.free.fr/utfiles/index.php?dir=UEditor_Developing/&file=pathlogic.zip
UTfiles http://medor.no-ip.org/
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GreatEmerald
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Re: Test "Pathlogic" for me please.

Post by GreatEmerald »

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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.:..:
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Re: Test "Pathlogic" for me please.

Post by .:..: »

227i has real-time paths preview so that should make it a lot easier to place them as efficiently as possible.
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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Buster
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Re: Test "Pathlogic" for me please.

Post by Buster »

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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Keep it Unreal !!
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BobIsUnreal
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Re: Test "Pathlogic" for me please.

Post by BobIsUnreal »

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.

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Hellkeeper
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Re: Test "Pathlogic" for me please.

Post by Hellkeeper »

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.
Last edited by Hellkeeper on Sat Oct 20, 2012 8:10 pm, edited 1 time in total.
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Buster
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Re: Test "Pathlogic" for me please.

Post by Buster »

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.

;)
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Keep it Unreal !!
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DocHoliday
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Re: Test "Pathlogic" for me please.

Post by DocHoliday »

The Link is down :(
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medor
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Re: Test "Pathlogic" for me please.

Post by medor »

The Link is down :(
No it work fine http://unrealtournament.99.free.fr/utfiles/index.php?dir=UEditor_Developing/&file=pathlogic.zip
UTfiles http://medor.no-ip.org/
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Qtit
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Re: Test "Pathlogic" for me please.

Post by Qtit »

Okay, after 15 minutes of coding.

Path Node Gun:

Code: Select all

//=============================================================================
// PathNodeGun.
//=============================================================================
class PathNodeGun expands Weapon;

var int i;
var bool bSelecting;
var int CurrentClass;
var() Class  DefinedClasses[32];

function float RateSelf( out int bUseAltMode )
{
      local float EnemyDist;

      if ( AmmoType.AmmoAmount  EnemyDist - 140 );
      return AIRating;
}

function PlayFiring()
{
      PlayAnim( 'FireOne', 0.6 );
}

function PlayAltFiring()
{
      PlayAnim( 'FireOne', 0.6 );
}

///////////////////////////////////////////////////////
state NormalFire
{
      function Projectile ProjectileFire(class ProjClass, float ProjSpeed, bool bWarn)
      {
            local PathNodeGunNode Node;

            if(!bSelecting && DefinedClasses[CurrentClass] != none)
            {
                  Node = spawn(class'PathNodeGunNode',,,owner.location,owner.rotation);
                  Node.NO = i;
                  Node.Placed(DefinedClasses[CurrentClass]);
                  i++;
            }
      }

Begin:
      if(!bSelecting)
      {
            FinishAnim();
            PlayAnim('Still');
            Sleep(0.2);
      }
      else
      {
            CurrentClass --;
            if(CurrentClass  31)
                  CurrentClass = 0;
            Sleep(0.1);
      }
      Finish();
}      

///////////////////////////////////////////////////////////////
state AltFiring
{
      function Projectile ProjectileFire(class ProjClass, float ProjSpeed, bool bWarn)
      {

      }

Begin:
      if(!bSelecting)
      {
            bSelecting = true;
            Sleep(0.2);
      }
      else
      {
            CurrentClass ++;
            if(CurrentClass  31)
                  CurrentClass = 0;
            Sleep(0.1);
      }
      Finish();
}

///////////////////////////////////////////////////////////

function tick(float deltatime)
{
      if(bSelecting)
      {
            if(playerpawn(owner).bIsCrouching == true)
                  bSelecting = false;
      }
}

simulated event RenderOverlays( canvas Canvas )
{
      local int s;
      super.RenderOverlays(canvas);

      canvas.Font = font'MedFont';
      canvas.DrawColor = MakeColor(255,255,255);

      canvas.SetPos(Canvas.clipX - 386, Canvas.clipY - 640 - 64 );
      canvas.DrawText("Left Click = PLACE ACTOR");
      canvas.SetPos(Canvas.clipX - 386, Canvas.clipY - 640 - 48 );
      canvas.DrawText("Right Click = SELECT MODE - LMB up, RMB down");
      canvas.SetPos(Canvas.clipX - 386, Canvas.clipY - 640 - 32 );
      canvas.DrawText("Crouch = PLACING MODE");

      canvas.SetPos(Canvas.clipX - 256, Canvas.clipY - 640 + (CurrentClass*12) );
      canvas.DrawTileClipped( texture'Editor.Bkgnd', 256, 12, 32, 32, 0, 0 );

      for(s=0;s
Last edited by Qtit on Tue Jan 22, 2013 10:55 pm, edited 1 time in total.
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Qtit
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Re: Test "Pathlogic" for me please.

Post by Qtit »

UPDATE

Now, there is a list of actors you can change in the editor after the gun is placed and spawn 32 different actors.
LMB - place an actor
RMB - selecting mode:
[ch9500][ch8594] LMB - up
[ch9492] [ch8594] RMB - down
Crouch - Placing mode.

And here's the script:

Code: Select all

//=============================================================================
// PathNodeGun.
//=============================================================================
class PathNodeGun expands Weapon;

var int i;
var bool bSelecting;
var int CurrentClass;
var() Class  DefinedClasses[32];

function float RateSelf( out int bUseAltMode )
{
      local float EnemyDist;

      if ( AmmoType.AmmoAmount  EnemyDist - 140 );
      return AIRating;
}

function PlayFiring()
{
      PlayAnim( 'FireOne', 0.6 );
}

function PlayAltFiring()
{
      PlayAnim( 'FireOne', 0.6 );
}

///////////////////////////////////////////////////////
state NormalFire
{
      function Projectile ProjectileFire(class ProjClass, float ProjSpeed, bool bWarn)
      {
            local PathNodeGunNode Node;

            if(!bSelecting && DefinedClasses[CurrentClass] != none)
            {
                  Node = spawn(class'PathNodeGunNode',,,owner.location,owner.rotation);
                  Node.NO = i;
                  Node.Placed(DefinedClasses[CurrentClass]);
                  i++;
            }
      }

Begin:
      if(!bSelecting)
      {
            FinishAnim();
            PlayAnim('Still');
            Sleep(0.2);
      }
      else
      {
            CurrentClass --;
            if(CurrentClass  31)
                  CurrentClass = 0;
            Sleep(0.1);
      }
      Finish();
}      

///////////////////////////////////////////////////////////////
state AltFiring
{
      function Projectile ProjectileFire(class ProjClass, float ProjSpeed, bool bWarn)
      {

      }

Begin:
      if(!bSelecting)
      {
            bSelecting = true;
            Sleep(0.2);
      }
      else
      {
            CurrentClass ++;
            if(CurrentClass  31)
                  CurrentClass = 0;
            Sleep(0.1);
      }
      Finish();
}

///////////////////////////////////////////////////////////

function tick(float deltatime)
{
      if(bSelecting)
      {
            if(playerpawn(owner).bIsCrouching == true)
                  bSelecting = false;
      }
}

simulated event RenderOverlays( canvas Canvas )
{
      local int s;
      super.RenderOverlays(canvas);

      canvas.Font = font'MedFont';
      canvas.DrawColor = MakeColor(255,255,255);

      canvas.SetPos(Canvas.clipX - 386, Canvas.clipY - 640 - 64 );
      canvas.DrawText("Left Click = PLACE ACTOR");
      canvas.SetPos(Canvas.clipX - 386, Canvas.clipY - 640 - 48 );
      canvas.DrawText("Right Click = SELECT MODE - LMB up, RMB down");
      canvas.SetPos(Canvas.clipX - 386, Canvas.clipY - 640 - 32 );
      canvas.DrawText("Crouch = PLACING MODE");

      canvas.SetPos(Canvas.clipX - 256, Canvas.clipY - 640 + (CurrentClass*12) );
      canvas.DrawTileClipped( texture'Editor.Bkgnd', 256, 12, 32, 32, 0, 0 );

      for(s=0;s
Last edited by Qtit on Tue Jan 22, 2013 11:43 pm, edited 1 time in total.
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User avatar
BobIsUnreal
OldUnreal Member
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Joined: Mon Apr 12, 2010 12:34 am

Re: Test "Pathlogic" for me please.

Post by BobIsUnreal »

instead of doing begin actor and end actor , would it be possible to use a asci llinebreak or car return?
This is a interesting method , since you could always delete the added actors in the editor later.

also easy to turn your outputed log brush code into a dynamically loaded mutator "patch" for adding stuff serverside. since i have a script that reads brush code and outputs a mutator...
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Qtit
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Posts: 142
Joined: Wed Dec 22, 2010 5:59 pm

Re: Test "Pathlogic" for me please.

Post by Qtit »

As to replacing Begin Actor and End Actor - No idea, it's Unreal's way of writing the Clipboard and I am using it... And it seems to work just fine.
I'm not really good with online coding but I guess I can give it a try. I also am thinking about creating a Brushgun - you'd draw brush vertices in game, move edges and stuff and get the output code of the brush in the LOG file.

Anyway, back to PathNodeGun:

Unreal 227i version and Unreal Tournament version.

Now, you can edit properties for each class you have in your PathNodeGun.

Primary Fire - place an actor at the targeted location,
Secondary Fire - place an actor at the players location,
Crouch - browse through classes,
Walk - change settings.

You can:

Change rotation of a class to - no rotation, same as player, random, aligned to surface.
Fix Pitch, Roll or Yaw to zero.
Change the scale and randomize it.

WARNING: Don't change the scale of pawns as the script sets the Collision based on the scale - this is also done for pawns for begin play so their collision scale will be doubled.

Youtube video:


[url=http://www.mediafire.com/?aw0km496j3rh0r3]DOWNLOAD[/url]
Last edited by Qtit on Thu Jan 24, 2013 11:33 am, edited 1 time in total.
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Qtit
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Re: Test "Pathlogic" for me please.

Post by Qtit »

LOL I've just made a gun which allows you to build... brushes. 227 only.
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