Pathlogic V1.03-R0 - Pathnoding Utility

 

Here's another great utility from the author of the TextAlign tools, Robert Wey.  This one allows you to place pathnodes in your map's not using UnrealEd but by actually walking around your map while in UT itself!


This is the PC Version  Download TerraEdit (20 kb)

 

!!! See section VI for a quick view of what's changed.

!!! Special thanks to JTRipper for suggesting the change that allows inventory to be picked up. Thanks JT!

Table of Contents:

I. Description
II. Installation
III. PathLogic Console Commands
IV. Using
V. Elevator Mode
VI. Revisional History
VII. Disclaimer and Legal

I. Description

PathLogic is combination Windows EXE and a UT script file that allows you to place nodes and other various navigation points in your map while playing the map...rather than in UnrealEd. The obvious advantage to this is the time required to lay the paths. While pathing in your map, all pathnodes you place as well as preexisting pathnodes are visible. You can either place pathnodes manually or automatically as you walk. The interval at which nodes are placed automatically is fully adjustable during gameplay and all placements are checks for crowding. Once placed, a nodes can then be erased if desired. Reading the following sections in their entirety will explain all the features you can control.

II. Installation

1) Copy PathLogic.u to your UT\System directory.
2) Copy PathLogic.exe to a directory of your choice.
3) Although PathLogic alters, then restores your User.INI file, its probably a good idea
to make a backup of USER.INI before using PathLogic.

NOTE: PathLogic scans your registry for the UnrealTournament directory. If, upon starting PathLogic.exe, it displays the message "Can't find UT directory", you can add (at your own risk) the following string entry to your registry to resolve the problem:

[HKEY_LOCAL_MACHINE\Software\Unreal Technology\Installed Apps\UnrealTournament]   "Folder"="C:\\UnrealTournament"

The registry entry above adds a string value called "Folder". The actual path specified ("C:\\UnrealTournament" in the above example) will vary depending on your UT installation.

III. PathLogic Console Commands


Pathnodes are placed while you PLAY your map...not from within UEd. You command it via console commands and, thus, it's strongly recommended that you bind the following to some keys for quick access. Commands PathLogic understands are: 


PathMode n  Where n is 0, 1, 2, or 3.
0 = Manual Mode. Must tell it place a pathnode.
1 = Auto Mode. Nodes are placed at intervals as you walk.
2 = Erase Mode. Run into them and they're erased.
3 = Elevator Mode. Autoplace of LiftExit/LiftCenters

Default is 0, Manual Mode.

SelectPathType  Cycles through Normal Pathnodes, One-way Pathnodes, and Alternate Pathnodes. A message will display current selection.

Default is Normal pathnodes.

APathRo n  Specifies the AlternatePath bReturnOnly value. Where n is 0 or 1

APathWt n  Specifies the AlternatePath SelectionWeight value. Where n is the desired value.

APathTm n  Specifies the AlternatePath Team value.  Where n is 0 - 3.

AutoPathSpacing n  Where n is a "world units" spacing value. Determines how far apart auto nodes will be placed. Default is 350.

MinimumClearance n  Where n is a "world units" spacing value. Determines clearance checking distance to prevent placing nodes too close together. Default is 64.

DropPathnode  Manually place current path type pathnode at your current position.

DropPlayerStart  Place a player start at your current position.

In order to make PathLogic easy to use, it is strongly recommended than you bind at least a couple of AutoPathSpacing commands to keys. Being able to quickly switch this value is is very helpful when traversing varying geometry in your map. Have a couple (at least) of AutoPathSpacing along with the mode switch and the drop commands. Doing this will give you much quicker control over the process. The following is an example of some possible key bindings that replace the default player view bindings with PathLogic bindings:

NumPad0=DropPathNode
NumPad1=AutoPathSpacing 128
NumPad2=AutoPathSpacing 256
NumPad3=AutoPathSpacing 350
NumPad4=PathMode 3
NumPad7=PathMode 0
NumPad8=PathMode 1
NumPad9=PathMode 2
NumPadPeriod=DropPlayerStart
GreySlash=SelectPathType

IV. Using

1)  Build your map up to the point where you want to add pathnodes. Its better to have all weapons and pickups in place, but not necessary. Place one playerstart in the map. Build your map (make sure to define paths), save it, and exit UEd.


2)  Run PathLogic. A message will appear asking if you want to run Unreal Tournament in PathLogic mode. Answer Yes to proceed.


3)  PathLogic will minimize itself to your taskbar and will luanche UT. Start a practice session on the map you want to pathnode. Make sure to turn off ALL mutators. During the flyby intro, make sure NOT to accidently add any pathnodes as these will also be considered for your map and will either wind up hanging in the air or off the map. When your map starts, you will be in Manual Mode. Any preexisting pathnodes will be visible.


4)  Use the different commands listed in Section III as necessary. Avoid a lot of erasing. PathLogic will only record 2048 nav points. This number may increase in later revs.


5)  You can fly while your in the game and even ghost. Autopathing is inhibited while flying or falling.


6) When you're done, simply exit UT and then pull up PathLogic from the taskbar.


7) Press "Make Path Map" to exit PathLogic and have it generate a path map. Press Cancel to bypass building the path map.


8) Reload your map in UEd and Import PLMap.t3d from your Maps directory. Make sure to check mark "Import to existing map", then hit OK. UEd will pull in all nodes you left behind in the last pathing session. You can then edit/tweek these as necessary.

V. Elevator Mode

Elevator mode can autoplace LiftExits and LiftCenters on Movers. This placement, however, is limited to movers with an Object/InitialState of StandOpenTimed. Follow these steps to add two lift exits and one lift center to an elevator.

1)  Approach the elevator and stop where you want the "rest postion" lift exit to be placed. 


2)  Switch to PathMode 3 (Elevator Mode). Upon switching to this mode, a LiftExit will be placed where you stand. A message will appear indicating Elevator Mode and will also display the mover tag it thinks you're dealing with. If this tag is incorrect, switch to Erase Mode and erase the tag. If it is correct, proceed (step 3).


3)  Step onto the elevator in question. You will have 4 seconds to position yourself in the center of the elevator where you want the lift center to be placed.


4)  Ride the elevator to the top and climb out the direction desired, then stop where you want the second lift exit to be placed. Change to any other mode (i.e. Manual Mode) and the second lift exit will appear.

How it works:
When you change to elevator mode, PathLogic searches for the nearest visible mover with an Object/InitialState of StandOpenTimed. If it can't find any within 512 units, a message will be displayed and your mode will not change from what it was. If does find one, it remembers its Event/Tag, displays that, then creates the first LiftExit setting its LiftTag accordingly. Next, PathLogic waits for the elevator to be triggered and four seconds later, when the elevator starts moving, it places the lift center.

 

NOTE:

 when you first start the game, all StandOpenTimed elevators have a four second delay added to whatever their current delay is. This gives you time to get yourself centered on the elevator. Finally, when you step off the elevator and change out of elevator mode, it will only place a second lift exit if a lift center was placed. Thus, it is possible to add more than two lift exits by simply entering Elevator Mode near the elevator in question and then never riding the elevator...rather, just change to another mode. When you do this, as always, verify the elevator Event/Tag on the readout.

Problems:
If you have a HUGE elevator and it says "Can't locate elevator" ... even though you're sure your standing within 512 units, its likely the origin of the mover brush is more than 512 units away. PathLogic only uses the mover's origin to measure distance. In these cases, you'll have to place the first lift exit within 512 of the origin (even though that may not be where you want it), and reposition it later in UnrealEd.

VI. Revisional History

1.00 Initial release.
1.01 Added custom sprites for nodes. Executable can be run from any directory. Launches UT. Prints path stats when path map is built. Launches in Manual Mode.
1.02 Inhibits autoplace if flying or falling. Fixed missing error message when could not find UT directory...now shows message. Implements elevator LiftExit/LiftCenter.
1.03 Added support for AlthernatePaths. No longer disables inventory from being picked up. Console command OneWayPath(n) changed to SelectPathType. Added console command APathProperties.

VII. Disclaimer and Legal

Digital Innovations, Inc. offers this freeware utility "As Is". We will not be held responsible for any damages, loss of time, business, etc. resulting from the use or misuse of this product. You may distribute this program as freeware provided the archive remains intact. You may not, under any circumstances, distribute this product for sale or profit either directly or indirectly without the prior written consent of the author.

If you have any questions regarding this utility, please contact the author  Robert Wey