Re: [normal] Re: [hlcoders] AI Pathfinding problem

2005-08-03 Thread Tei
El mar, 02-08-2005 a las 17:40, Ryan Lewellen escribió: > A suggestion for you nodes; Place them at the very most, 256 units > apart. What I like to do when I make my maps is to just put 1 node in > the top left corner or something, and then copy. Then do paste special, > and then make like 20 copi

RE: [hlcoders] AI Pathfinding problem

2005-08-02 Thread Ian Warwick
d and textured it has some great talent, shame my testmap does not do it any justice. Thanks for the tips! -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ryan Lewellen Sent: 02 August 2005 16:41 To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoder

Re: [hlcoders] AI Pathfinding problem

2005-08-02 Thread Ryan Lewellen
A suggestion for you nodes; Place them at the very most, 256 units apart. What I like to do when I make my maps is to just put 1 node in the top left corner or something, and then copy. Then do paste special, and then make like 20 copies or something with the x offset set to 256 (makes 20 copies t

RE: [hlcoders] AI Pathfinding problem

2005-08-01 Thread Robin Walker
st 01, 2005 9:12 AM To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] AI Pathfinding problem Cheers, ai_show_connect sounds helpful, will check that out tonight. * It's hard to tell how far apart they are without anything to give a sense of scale. Ah, that

RE: [hlcoders] AI Pathfinding problem

2005-08-01 Thread Ian Warwick
helicopter flight model, so I am using air nodes, hope this is correct. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Tom Edwards Sent: 01 August 2005 16:58 To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] AI Pathfinding problem Bad form to us

Re: [hlcoders] AI Pathfinding problem

2005-08-01 Thread Tom Edwards
Bad form to use a bullet list but I can't think of a better way. * It's hard to tell how far apart they are without anything to give a sense of scale. * The fastest way to see if it's your code that is the problem is loading the map in HL2 and spawning something. * Use ai_show_