Author Topic: adding Dogs to your mp_ map tut cod5 waw  (Read 1910 times)

Offline DoomSlayer

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adding Dogs to your mp_ map tut cod5 waw
« on: March 15, 2009, 12:24:21 am »
   1 dog_spawner

          You only need one of these in your map and place it flush with the ground and also place away from your dog_spawn_nodes and node_pathnodes as far as possable












   2 dog_spawn_node

          A dog will spawn from each of these and start to follow the closest path you do not need to have 4 dog_spawn_nodes for dogs to work  but it depends on the size of your map if you have a big map add 4 smaller maps add 2 if useing 4 dog_spawn_nodes never place them next to each other ideal placement would be on each side of a map so the dogs can cover more ground if needed









   3 dog_exit_node

          The dogs will return to these when time is up, you only need one per group of dog_spawn_node(s).
 
    4 nopatrol_node

          Place these to have dogs follow them at full speed with no wandering.
          + These CANNOT be more than 256 units apart.



   5 node_pathnode
          This is the only entity that is not a prefab, found by "Right clicking the grid -> Node -> Pathnode"
                + Dogs will patrol these nodes and they CANNOT be more than 256 units apart you should only have 1 path leaveing your dog_spawn_nodes and do not place node_pathnodes next or behind or side by side the dog_spawn_nodes run your single path out and away from the dog_spawn_nodes then link the single path to all your nodes placed in the playable area Fill your map with node_pathnodes making sure they aren't farther than 256 units apart and only placing them where you want dogs to go. This means that if you have a large part that is inaccessible to the player or you want to be a safe spot then don't bother placing path nodes. node_pathnodes do not have to be linked to make a start and end path as long as the dog_spawn_nodes have a good starting node_pathnode path you will have no troubles or errors with the can not find goal error this gos back to y you should only use 1 node_pathnode path leaveing the dog_spawn_nodes and not placeing path nodes behind or next to the dog_spawn_nodes.










                    6 debug pathnondes

            1. Test Node Placement: Ensure that the "connect paths" checkbox is selected in CoDWaW Compile Tools, hit the "compile bsp" button. When the map is loaded, bring down the console and type /set ai_showNodes 1, then fly around the map (type ufo in the console) to see if all of the paths are properly connected (see picture at the very top). Examine the cyan colored navigation mesh that has been created, and look for red "X" marks which indicate a node that the AI cannot reach. To view more of the mesh at a time, type /set ai_shownodesdist 1024 (or some other high number). To view colored boxes to represent node types, type /set ai_shownodes 64.

            2. Refine Node Placement: Add or remove nodes to make an efficient navigation mesh. For nodes that appear as red "X" marks, it usually means there needs to be one or more pathnodes added to reach it, or it is in an inaccessible location. If the node in question is behind a barrier or on an elevated shelf where the AI would need to climb, it may require the use of a negotiation node (traverse) prefab (explained below).
 
          




if all steps were followed as above you now have lagg free fully working dogs added to your mp_map

Hopes this brings some lite to bringing the best out of our custom maps and getting or modded waw servers lagg free =)  happy mapping

i made a small .map for you guys to have a look at also you can get it here

http://www.mycallofduty.com/modules.php?name=Uploads-Files

file is called exp.map