Difference between revisions of "Pathing and Playtesting"

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imported>JBurgess
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imported>Kkuhlmann
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Maneuver your view to the dungeon entrance and go into pathnode mode.  Right click the floor just inside the door.  This creates a basic node.  Now, while holding <b>"ctrl"</b>, click to create another where the entrance widens.  Notice the yellow line linking these?  That means the AI will see a valid path between the two points.  Note that this overrides what you may consider "common sense".  Be sure that these paths <i>actually are valid.</i>
Maneuver your view to the dungeon entrance and go into pathnode mode.  Right click the floor just inside the door.  This creates a basic node.  Now, while holding <b>"ctrl"</b>, click to create another where the entrance widens.  Notice the yellow line linking these?  That means the AI will see a valid path between the two points.  Note that this overrides what you may consider "common sense".  Be sure that these paths <i>actually are valid.</i>
<pre>
<blockquote>
Good pathing is learned from lots and lots of testing.   
Good pathing is learned from lots and lots of testing.   
Use the TPG console command in-game to observe pathnode networks.
Use the TPG console command in-game to observe pathnode networks.
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Remember, also, that larger enemies, such as Frost Atronachs, can be summoned anywhere;
Remember, also, that larger enemies, such as Frost Atronachs, can be summoned anywhere;
and such large monsters have different pathing needs.
and such large monsters have different pathing needs.
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</blockquote>
Notice the green outline around the new node?  This means it's currently selected.  Still holding "<b>ctrl</b>", create a third node by right-clicking the floor.  Let's link this one back to the entrance node we originally placed.  To do this; continue holding "ctrl" and <i>left-click</i> the node in question.  All 3 nodes should now be linked as shown below:
Notice the green outline around the new node?  This means it's currently selected.  Still holding "<b>ctrl</b>", create a third node by right-clicking the floor.  Let's link this one back to the entrance node we originally placed.  To do this; continue holding "ctrl" and <i>left-click</i> the node in question.  All 3 nodes should now be linked as shown below:
[[Image:img_tut_16.jpg|thumb|left|Basic Pathnode Linking]]
[[Image:img_tut_16.jpg|thumb|left|Basic Pathnode Linking]]


Using this basic procedure, path the entire cell.  Take your time and be mindful of the dungeon surroundings, using "<b>F4</b>" to toggle collision geometry if you need to.
Using this basic procedure, path the entire cell.  Take your time and be mindful of the dungeon surroundings, using "<b>F4</b>" to toggle collision geometry if you need to.
<pre>
<blockquote>
Using the "alt" key, you can create blue pathnodes.  These special nodes indicate a preferred path for the AI.
Using the "alt" key, you can create blue pathnodes.  These special nodes indicate a preferred path for the AI.
This is mostly useful for roads, bridges, and city sidewalks, but can be used for special cases in dungeons.
This is mostly useful for roads, bridges, and city sidewalks, but can be used for special cases in dungeons.
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</blockquote>
The trap we placed earlier creates a problem.  As it's pathed now, AI will walk through and trigger the trap.   
The trap we placed earlier creates a problem.  As it's pathed now, AI will walk through and trigger the trap.   
This can be cool, but usually happens off-screen, which does nothing for the player's experience.
This can be cool, but usually happens off-screen, which does nothing for the player's experience.
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* Player.setAV speed 100
* Player.setAV speed 100
** Sets speed to 100 - can be used for all skills and attributes.
** Sets speed to 100 - can be used for all skills and attributes.
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<blockquote>
One improvement from Morrowind is the ability to use batch files for console commands.
One improvement from Morrowind is the ability to use batch files for console commands.
To do this, create a basic .txt file containing the commands you want to call in-game.
To do this, create a basic .txt file containing the commands you want to call in-game.
Save this file in your main Oblivion directory with a meaningful name.
Save this file in your main Oblivion directory with a meaningful name.
In-game bring up the console (~) and type "Bat filename.txt" to call the commands.
In-game bring up the console (~) and type "Bat filename.txt" to call the commands.
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</blockquote>


We've still got ground to cover before this dungeon is any good to somebody who wants to play it - let's keep moving forward.  <br>
We've still got ground to cover before this dungeon is any good to somebody who wants to play it - let's keep moving forward.  <br>
[[Linking Cells and Connecting to the Outside World]]
[[Linking Cells and Connecting to the Outside World]]
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