- I made sure my file(s) follow the Submissions Guidelines
- Yes
MapPaths is a multilinear paths and waypoints system which makes it more possible for creators to navigate objects through complex levels. While the focus of this project is mainly to facilitate intelligent player AI navigation, it can be used on cameras, payload-style mechanics, or just about anything.
Included in the pk3 is a pathing network for GFZ1 and an AI that can navigate the waypoints at a basic level, with some basic actions programmed for jumping, spinning, and spindashing depending on the waypoint settings. For a quick demonstration, warp to MAP01 and type pathbot 1 1 1 68 in console to watch the AI navigate from start to finish.
How to Edit
Crucially, the system comes equipped with an ingame editor and save/backup functionality, allowing users to quickly manage and test waypoints in real time. Pathing networks can later be exported into a lua script file for further use in mods that use the waypoint system.
Full documentation pending. See listpathcommands for a full list of related commands and variables. Type startpath or selectpath to enter the editor, and type deselectpath to exit the editor.
How to include waypoints in your own MOD
When finished creating mappath networks, use the writepathlua command to export a lua script file, then import it into your WAD or pk3 project.
Modders are encouraged to include the infrastructure with their own project if necessary; MapPaths is equipped with duplication safeguards, allowing multiple addons with the MapPaths infrastructure to communicate safely between each other. Please refer to the MapPaths.pk3 README lump for further details.
How to script AI for Waypoints
Check for global table MapPaths. Search the pk3 for rawset functions (most are in Path_Core.lua)
Full documentation pending.
Included in the pk3 is a pathing network for GFZ1 and an AI that can navigate the waypoints at a basic level, with some basic actions programmed for jumping, spinning, and spindashing depending on the waypoint settings. For a quick demonstration, warp to MAP01 and type pathbot 1 1 1 68 in console to watch the AI navigate from start to finish.
How to Edit
Crucially, the system comes equipped with an ingame editor and save/backup functionality, allowing users to quickly manage and test waypoints in real time. Pathing networks can later be exported into a lua script file for further use in mods that use the waypoint system.
Full documentation pending. See listpathcommands for a full list of related commands and variables. Type startpath or selectpath to enter the editor, and type deselectpath to exit the editor.
How to include waypoints in your own MOD
When finished creating mappath networks, use the writepathlua command to export a lua script file, then import it into your WAD or pk3 project.
Modders are encouraged to include the infrastructure with their own project if necessary; MapPaths is equipped with duplication safeguards, allowing multiple addons with the MapPaths infrastructure to communicate safely between each other. Please refer to the MapPaths.pk3 README lump for further details.
How to script AI for Waypoints
Check for global table MapPaths. Search the pk3 for rawset functions (most are in Path_Core.lua)
Full documentation pending.