Pathmapping

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Gregb1955
Posts: 28
Joined: Thu May 15, 2014 2:02 am
Location: Queensland Australia

Pathmapping

Post by Gregb1955 »

I have been trying to download CW Pathmapping Toolkit from Cajanwolf, but my antivirus program is telling me there is a problem with it.
Is there another site or what shall I do?
Thanks
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Swaffy
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Joined: Sun Aug 29, 2010 9:25 pm
Location: Cibolo, Texas

Re: Pathmapping

Post by Swaffy »

Download it from here and nowhere else.
http://www.cajunwolf.com/files.html

If your AV still gives you warnings about it then your AV is the problem.
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Gregb1955
Posts: 28
Joined: Thu May 15, 2014 2:02 am
Location: Queensland Australia

Re: Pathmapping

Post by Gregb1955 »

Got it no problems. Thanks. :D
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Swaffy
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Re: Pathmapping

Post by Swaffy »

Yeah man. I saved CajunWolf's website along with 4CentsShy's site. They have some good modding stuff on them.
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Gregb1955
Posts: 28
Joined: Thu May 15, 2014 2:02 am
Location: Queensland Australia

Re: Pathmapping

Post by Gregb1955 »

Success with pathmapping ! What an excellent tutorial!
I experimented with BF42 Stalingrad and made the buildings more bot friendly.
I had a look at a few coop maps in BF42 and some of them have terrible tank paths or bot paths.
Now I know why Bots like walls so much! :lol:
Gregb1955
Posts: 28
Joined: Thu May 15, 2014 2:02 am
Location: Queensland Australia

Re: Pathmapping

Post by Gregb1955 »

I had great success with some FH infantry pathmaps.
The one problem I have now is tank pathmaps.
I repathed both the Infantry and the Tank paths in one FH map, finding that the infantry works ok, but the bot crewed tanks ( Shermans )will not move.
The artillery tanks ( priests ) move around on the new paths very well.
I didn't touch any of the coding of the AI, and only redid the paths. The map only had infantry and tank pathmapping.
Can anyone give me a clue on how to fix this problem.
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Swaffy
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Re: Pathmapping

Post by Swaffy »

Sounds like an issue with the smallones. Maybe. Those are the waypoints the bots follow. Kind of like checkpoints. The pathmapping files say where to go and not to go, the smallones are basically connect the dots for the bots' paths.

Maybe the new pathmapping cuts off areas that the tanks drove through before? I know I have done that on my Iwo Jima map in one area.
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Gregb1955
Posts: 28
Joined: Thu May 15, 2014 2:02 am
Location: Queensland Australia

Re: Pathmapping

Post by Gregb1955 »

Thanks for that info.
I redid the tank pathmaps and this time I was very careful with what I altered. I mainly just joined up the black paths. A lot of the black paths were missing one or two pixels to make a continuous path. I have noticed this a lot in many maps. The tanks work perfectly now, moving down those once blocked paths. :D
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Swaffy
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Re: Pathmapping

Post by Swaffy »

Gregb1955 wrote:Thanks for that info.
I redid the tank pathmaps and this time I was very careful with what I altered. I mainly just joined up the black paths. A lot of the black paths were missing one or two pixels to make a continuous path. I have noticed this a lot in many maps. The tanks work perfectly now, moving down those once blocked paths. :D
Yeah, it's really tricky but once you play with it enough you begin to understand what breaks them. XD
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Gregb1955
Posts: 28
Joined: Thu May 15, 2014 2:02 am
Location: Queensland Australia

Re: Pathmapping

Post by Gregb1955 »

Yes, the more I experiment, the more I learn!
Is there any info on the smallone file?
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