Difference between revisions of "Pathing and Playtesting"
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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> | ||
< | <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. | ||
</ | </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. | ||
< | <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. | ||
</ | </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. | ||
< | <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. | ||
</ | </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]] |