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View Full Version : Adding / deleting pwp limited by apmd?


>BKA< T Wrecks
28-04-2004, 01:37
Cryptic title for this thread, huh? ;) Well, this is what I noticed:

When adding / deleting pathwaypoins with the new pointing system, errors can occur. That's not that bad, but you can easily make a looooooong connection if the editor misinterprets which WP you wanted to point at. In the same way, good pwps could get deleted.

That's why I wondered if it would be an improvement to limit the maximum distance for manually making pathwaypoints
a) either to the current setting of the apmd (auto-path max. distance) that's also used for automatic pwp creation
b) or to the default max. distance (250)
c) or at least to a halfways reasonable value, like 320 or something.

Maybe an option to toggle this setting at least to on/off would be nice together with the feature itself? Like "mpmd on/off" (for "manual path max. distance")?

What do you guys think? Stupid idea or worth being considered?

Pierre-Marie Baty
28-04-2004, 11:25
Very good idea, and quite simple to do. :)

>BKA< T Wrecks
28-04-2004, 12:40
Thanks, that's nice to know. =)

Besides, I wonder if a range limitation could help the dll sort out which WP you're currently pointing at? If all those WPs at a distance larger than the limit don't play a role at all, the number of eligible waypoints decreases... that should make it easier, shouldn't it?

*edit*
I just realized that there is one advantage of the new pointing system that should not get lost altogether: It's a good method to add a path where two waypoints are just out of reach from each other, but a third one in the middle isn't really necessary. If anybody limits the range of this feature, it would be best to make the limit adjustable...

SoUlFaThEr
28-04-2004, 16:42
*edit*
I just realized that there is one advantage of the new pointing system that should not get lost altogether: It's a good method to add a path where two waypoints are just out of reach from each other, but a third one in the middle isn't really necessary. If anybody limits the range of this feature, it would be best to make the limit adjustable...
I have already been doing a lot of that one.........

and yes...the idea about sticking to the apmd for point add/del is a respectable idea :)

Hats off to you and he who makes it haoppen

>BKA< T Wrecks
03-05-2004, 20:53
One more aspect of this new connecting method: Yesterday I was waypointing (what else? ;) ), and something really dumb happened to me: While I was trying a risky jump, I fell to my ugly death - then I respawned, and the result was the great-grandmother of all jump connections you've ever seen... only that it wasn't quite possible, except perhaps at zero gravity and with noclip cheat on... :D
Maybe it would be a nice idea to have the connections
a) optionally limited by the current apmd setting
AND
b) not survive ugly incidents like the waypointer's death? :D

If this is too much PITA to code, the workaround is easy: Just delete the point where you respawned. Still... would be one of those little details that make the icing on the cake.
But as long as the slomo problem isn't fixed, this little thingy here can be ignored, I think. First things first...

Huntkillaz
03-05-2004, 23:55
rofl i never thought that was possible....i always thought there was a size limition how far a waypoint path can go......

hmm..makes some interesting possibilities for bots :D

SoUlFaThEr
04-05-2004, 14:55
i have done waypoints with special sv_gravity settings.....and when the map is play with bots with this settting......they make all the jumps to......if you would like to see an example of this.......go to my site and download de_austinbotblast2......set gravity at 150......and watch em go!! cool as hell :D

i also got a cs_deagle5 waypoint done with a 250 setting also.....its part of that megapack for pod2.5 i released

>BKA< T Wrecks
06-05-2004, 01:10
I'm absolutely not against the general possibility to have connections of unlimited length - no problem. As you said, SF, there are situations when this feature comes in handy. Connections through brushes are also ok, no problem. But connection monitoring that survives a player death is not really a good feature, don't you think? ;)