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[aps]gnat

Path LOD and CTD avoidance

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Reading a couple of old threads it appears that not naming or configering your PATH LOD will likely cause CTDs when commanding AI to move about.

I just recently experienced this juring testing of the Kuznetsov.

What is the problem I need to eliminate ?

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I once posted this in beginners FAQ thread

Quote[/b] ]Pathlod:

If you want to create a building including a pathlod there are

a few things you need to take care about;

The pathlod consists of simple faces (4 or 3 vertrices) connected to eachother. This means that if you press

F2 (select object) and select any vertex, the whole pathlod

should be highlighted.

If you create two seperated objects as pathlod, AI will not

move to the correct positions.

example: a house with two floors - one door down and stairs

leading up onto first floor.

If pathlod was not built in one piece, you will have troubles to

send AI up to first floor.

There must be at least:

one Inx selection

one Posx selection

(x stands for the number 1-upward counting)

The In selection is required for AI to enter/exit the pathlod

The Pos selection is required to send AI to certain positions

inside the house.

If you are missing one of those positions and you try to send

AI to the object, the game will crash.

~S~ CD

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Thanks CD, I did have some in* and pos* points named, but maybe the crash is because I havent added path LODs to ALL the buildings that make up the carrier. I'll try that first and see if I can get it to CTD after that.

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