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Tomislav463
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 PostPosted: Sat Aug 26, 2017 5:00 am    Post subject: Hello Its Me Again Reply with quote Back to top

Hi

I am editing archives and have blocked off some of the corridors. However when I remove the preset paths to prevent guards walking through the walls, it causes my setup to crash on load. Would anyone know why it's doing this, and possibly a solution for this issue?

Thanks
 
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SubDrag
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 PostPosted: Sat Aug 26, 2017 8:37 am    Post subject: Reply with quote Back to top

You need a 100% connected set, you probably disconnected it.
 
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Wreck
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 PostPosted: Sat Aug 26, 2017 10:47 am    Post subject: Reply with quote Back to top

I've had that happen to me before. Also, if you have a bad connection (only one way, not both), it could crash once a character goes near the area. I have more experience with Perfect Dark on this subject, but it is extremely similar.
 
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pavarini
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 PostPosted: Sat Aug 26, 2017 4:23 pm    Post subject: Reply with quote Back to top

SubDrag wrote:
You need a 100% connected set, you probably disconnected it.

Is there a way to disconnect a set without breaking it?
 
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SubDrag
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 PostPosted: Sat Aug 26, 2017 4:42 pm    Post subject: Reply with quote Back to top

A set must be fully connected. So to have disconnected sets, each set would have to be a different number. It's not easy to do if existing, but for new levels, it's possible to make multiple sets.
 
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pavarini
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 PostPosted: Sat Aug 26, 2017 4:51 pm    Post subject: Reply with quote Back to top

Alright thanks. Are there any proper tutorials for writing new navmesh?
 
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SubDrag
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 PostPosted: Sat Aug 26, 2017 5:53 pm    Post subject: Reply with quote Back to top

Not an updated one. Your best bet is really just use i and keep making them, and never, ever disconnect one. Or if a second region, make sure make it a new set, then i on pad, then spot on floor to keeping making. In general, pretty easy in GE.
 
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zoinkity
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 PostPosted: Sun Aug 27, 2017 11:45 am    Post subject: Reply with quote Back to top

The reason sets require being connected together is because the "path networks" are also used by the AI to find things: players, other characters, objects, etc. This is why they always for a sort of web inside of rooms, even though they don't pace or walk around in those places.

The path network simplifies the search algorithms by a lot. It seems like the game crashed, but if you allow it to run for a long time you'll see you really will (eventually) update a frame. When actor one can't find thing two on the network, they resort to a different fallback algorithm for searching that relies on tile-by-tile, room-by-room method that works in exponential time.
It has practical application and you have undoubtedly triggered it if you've ever lured enemies into a nook or someplace fairly off-map. The overhead isn't bad if you're only a few tiles away, in line-of-sight, and within a room or two.
(It was fun when we discovered this. Archives MP sim test, in line-of-sight of a guy, took over a minute and a half to update a single frame.)

Subsets in the path network group together regions in an effort to make the path algorithm more efficient. You search within the current group, then the super group, then any super group above that one until either you find a hit or have to fall back to the super-slow method.
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