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Waypoint Forum A place to request waypoints for a specific map, or to check on the progress of waypoints for your favorite maps.

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Re: Route System
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Tiger
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Default Re: Route System - 11-08-2007

Hey there,

It's funny what you mentioned. I actually had the route radius set correctly, I just set it to that hugh number when I got a bit frustrated, lol. As for the path node radii, I just haven't finalized the pathing yet. I kind of wanted to get a jump on the action and route nodes to feel like more had been done. I suspected it was the multiple target actions that were conflicting with the route system, but I wasn't positive. What would you suggest I do to set the route system for the target action if the target action is linked to other target actions? For instnace, if there are four target actions linked together, is there a way to get it so that the route system incorporates those target actions without causing the AI to choose the one target action only a fraction of the times? Thanks again for all your input. I think at this point, other than this most recent query, I have a good idea of what I need to do to finalize these route systems and nav files.
  
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Re: Route System
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the bindlestiff
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Default Re: Route System - 11-08-2007

In RtCW, a route can have only ONE target action. So, if you have several dynamite actions linked together (like around the crypt) and you want to make routes to them, you have to set up separate route nodes for each action. In the case of the four linked dynamite actions, you'd have four routes placed at the same location, using the same set of alt roams, but each with a different target action (the dynamite plants).
  
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Re: Route System
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Tiger
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Default Re: Route System - 11-08-2007

Okay. Thanks for all of the info. Maybe I'll be able to finalize the nav files sometime within the near future.
  
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