Walkabout Navigation Toolkit help thread
by Daniel Buckmaster · in General Add-On Discussion · 11/08/2012 (3:57 pm) · 223 replies
This is the official Walkabout help thread. If you need a hand installing or using Walkabout, please ask away! But before you do, I'd really appreciate if you could follow a couple of guidelines:
- Re-read the installation instructions! Seriously, I know how often I run into some ridiculous issue, then realise I'd missed a step or misread a line. It helps me and you!
- If you're reporting an error in compilation, please tell me the errors you get and what files they're in, if you can!
- If you're reporting a bug, please provide steps I can take to reproduce it!
Known issues
- Release 1 Patch 3: no navmeshes appear in the browser list in the nav editor. Fix
- Engine version > 3.5.1: project generator scripts are incorrect. Fix. Also, be sure not to include the Recast module in your project configuration!
- On platforms that are not Windows, you may need to replace FLT_MAX with F32_MAX. In fact this is probably a good idea in Windows as well.
About the author
Studying mechatronic engineering and computer science at the University of Sydney. Game development is probably my most time-consuming hobby!
#222
I've been trying to get walkabout to use the nodes of a conventional path. I have it setup like this:
note the %path variable above references the conventional path...
when I add the script from the docs:
It doesn't echo back the nodes...
...am I missing something?
03/19/2015 (7:18 pm)
Greets All:I've been trying to get walkabout to use the nodes of a conventional path. I have it setup like this:
%navPath = new NavPath()
{
from = %startPos;
to = %endPos;
waypoints = %path;
looping = 1;
mesh = "theVehicleMesh";
};
MissionCleanup.add(%navPath);note the %path variable above references the conventional path...
when I add the script from the docs:
// Echo coordinates of all path points
for(%i = 0; %i < %navPath.size(); %i++)
{
echo("new navpath point: "@%navPath.getNode(%i));
}
return %navPath;It doesn't echo back the nodes...
...am I missing something?
#223
Gibby: not sure what might be up with that. I'll check when I have a moment.
03/19/2015 (7:24 pm)
Joe: sorry I didn't get back. Walkabout will be stock in 3.7 - if you check out the development branch now, new projects will have it included automatically. In older projects, you'll need to copy over the navEditor folder from the templates, and enable the 'navigation' module.Gibby: not sure what might be up with that. I'll check when I have a moment.
Joe "doh" Navarro
"Doh"
I would love to try this source, but have never been able to make it work at all. I have not worked in T3D for awhile.
Any chances for updated install instructions or more guidance with all the various changes.
Also anything added or need to be done with T3D 3.6.3.
That is the latest version of the engine I am using. For all I know there is a video tutorial or something out there for installation and I have just not found it.
LOL
Cheers!
Joe