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This tag is mandatory. It contains a link to BNV data (*.dae) which is used to create pathfinding grids. | This tag is mandatory. It contains a link to BNV data (*.dae) which is used to create pathfinding grids. | ||
For example: | |||
<Import Path="env/lab_bnv.dae"/> | |||
Making BNV consist of 2 parts: rooms and ghost quads. | |||
(What again does BNV stand for?) | |||
;In Mod Tool | |||
* those objects are named "ghost_''N''" and "room_''N''"; whereby room is an area for pathfinding and ghost connect those areas | |||
* ghosts are vertical planes with a transparent texture named "_marker_ghost.tga" | |||
* rooms are horizontal planes with textures named "bnv_grid_''N''.tga" | |||
;Tolerance values | |||
* every ghost wall has to be parallel to 2 room quads | * every ghost wall has to be parallel to 2 room quads | ||
* uneven ground | * uneven ground tolerances: | ||
** under optimal circumstances pathfinding works on a plane that is +4 world units above or -0,5 beneath the pathfinding grid | |||
** characters can step on a plane that is 4 world units above pathfinding grid; higher planes need a ramp | |||
** max degree of ramp you can go on is 70°; bigger degrees make characters slide down a bit and then fall through to death | |||
BSL commands | ;BSL commands | ||
* chr_show_bnv = 1 shows number of bnv the player is standing on | * chr_show_bnv = 1 | ||
* ai2_showgrids = 1 shows pathfinding grids | :: shows number of bnv the player is standing on | ||
* ai2_chump spawns a friendly striker that follows the player if possible | * ai2_showgrids = 1 | ||
:: shows pathfinding grids | |||
* ai2_chump | |||
:: spawns a friendly striker that follows the player if possible, makes also pathfinding grids visible | |||
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