Author Topic: I need some pathing help  (Read 5761 times)

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Offline karajorma

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You can usually get away with 2 points unless you have to drag the fighters around some sort of complicated geometry (Like having a wall next to the launch bay on the Orion! :D )

Thinking of the points as a cone is pretty much how I think of it but the picture is harder to do as a cone :D
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Offline magatsu1

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actually I've managed with 4. I was just curious if the AI always looked for the final path but if that's not an issue looks like I'm ok.
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Offline diamondgeezer

It's something of an arcane science this pathing buisness. Experimentation is probably your best bet :)

 

Offline StratComm

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The basic gist of it is that the AI will follow a path until it reaches it's conclusion.  Turret and subsystem paths are relatively simple, as they basically just provide an approach vector for AI attacking the associated turret/subsystem.  Fighterbay paths are one step more complex, in that they have to be called "$BayXX" to work IIRC.  Lastly, there are docking paths.  I will state that all paths work with one vertex, and work sufficiently with 2.  The only reasons to add more are to either add some manuvering to the launch/land sequence on your hanger-equiped ship, or to make docking work.  Almost all dock paths have 4 points, because they are used for something like approach from 1-2, rotate  into correct alignment from 2-3, move into position from points 3-4.  Once the dock path is run, the docking ship will simply follow the shortest line between the last vertex point and the first associated dockpoint.  That's the arcane science of pathing, pure and simple.

Simply put, having too many or too few points in a given path should not crash the game (ok, 0 points can, but 1+ should not) but can cause some really screwball behavior when fighters try to run them.

Also, for turret and subsystem paths, the autopath function on Aurora is usually perfectly acceptable.  It's the other paths that you have to worry about.

EDIT: as aldo said, it really depends on how complex the geometry is around a specific path as to how many points you need.  I've used anywhere from 2 to 6 points in pathing my caps, but I generally stick to 4 because it usually happens to work out that way.  The biggest catch is figuring out which way the paths need to be ordered, as having them backwards creates some, well,  interesting results.
« Last Edit: January 11, 2004, 10:46:47 pm by 570 »
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Last edited by StratComm on 08-23-2027 at 08:34 PM

 

Offline Killfrenzy

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This is all starting to make sense now! :D

I'll try out the theory on the only hangar-equipped ship I've made to date: The Senshi class Heavy Cruiser of the Karran Imperium. :)
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Offline IPAndrews

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Killfrenzy Sir. Why didn't you just as me? :) You did tell them it has 10 launch bays right? All of them off the normal axis? Oh well. At least we got to see Karajorma's cool diagram. Never before has a load of balls been so helpful.

If you're intent on doing it yourself bear in mind that if you have one set of co-ords you can use Sin and Cos to rotate the co-ords around the centre of the basestar by 72o intervals to get the paths for the other 4 fighterbays on a disc. Then you can negate the Y coord for the 5 paths you have to generate the paths for the other disc.

If you can code, write a program, save yourself time.
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Offline Killfrenzy

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I can't code yet! :D

Anyways, Magatsu1's dealing with it. :)
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Offline magatsu1

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Not any more.
The pratice was useful though.
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Offline Killfrenzy

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*Raises eyebrow* Eh? You fobbed it off onto Ian? :D
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Offline magatsu1

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I quote:

"w00t! I'm free!"

He says he can do it in less than half the time (or better...maybe) so he took over.

Damn him and his trig!!
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Offline karajorma

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Quote
Originally posted by IPAndrews
Killfrenzy Sir. Why didn't you just as me? :) You did tell them it has 10 launch bays right? All of them off the normal axis? Oh well. At least we got to see Karajorma's cool diagram. Never before has a load of balls been so helpful.


The thing is that paths are treated as some sort of arcane mystery by most newbies to modding but they are actually reasonably simple to grasp :)

I'll have to turn that picture and explainations on this thread into a Wiki page at some point.
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Offline IPAndrews

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Quote
Originally posted by karajorma
they are actually reasonably simple to grasp :)


I have to say I found them easy enough to work out. Getting everything named correctly on the other hand, that was another matter.
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Offline karajorma

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Yeah. That's a little tricky but to hear people talk it sounds like pathing is a black art that only a few people could ever understand :D
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Offline Killfrenzy

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Offline Spicious

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Quote
Originally posted by karajorma
Yeah. That's a little tricky but to hear people talk it sounds like pathing is a black art that only a few people could ever understand :D
But it is a black art. It just happens to be rather easy too. :p

 

Offline magatsu1

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sssshhhhh! don't tell everyone.
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Offline Flipside

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Can I just say thanks for that info, Pathing is one part of modding I haven't taken on because of that 'Black Art' feeling. It explains a couple of problems I've been having and has de-mystified it for me :)

Nice one!

Wikitize!

 

Offline Killfrenzy

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Shouldn't someone add all the good pathing guides to the Wiki?
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Offline CP5670

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lol, everyone here had given me the impression that the paths section was really messy stuff so I stayed away from it until a few months ago, but it indeed turned out to be very simple.

In contrast, I have been told (long ago) that the insignia section is fairly simple, but that is the one pof chunk that I'm having trouble figuring out. :p Is it even possible to add in one of these using PCS alone?

 

Offline Killfrenzy

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I get away with having only one type of insignia - faction insignia as part of the textures! :D
Death has more impact than life, for everyone dies, but not everyone lives. [/b]
-Tomoe Hotaru (Sailor Saturn
------------
Founder of Shadows of Lylat