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Patrol Pathing on Indoor Maps

imaginaerum1imaginaerum1 Member, NW M9 Playtest Posts: 378 Arc User
It's been a while since I made something on an indoor map, so I don't know if this is a relatively new problem or if it has been like this for a long time.
If I have two large rooms on an indoor map, with more than one door connecting the two, it chooses which door a patrol will go through for me, and there seems to be no option to get it to choose a different one.
Putting patrol points on either side of the door I want it to go through doesn't help. It still creates a loop that shoots off to where the other door is, goes through, and then returns.

Has anyone found a workaround for this? I really want my patrols to take the path I want, and not the path that the computer decides I want.

-- @Gruffydd

Comments

  • torontodavetorontodave Member, NW M9 Playtest Posts: 992 Arc User
    try deleting the offending door, letting the paths re-map, then enabling it?

    maybe it's just higher in the hierarchy and gets selected as DOOR A vs DOOR B?

    other than that, I got nothin. =X
    NW-DSQ39N5SJ - 'To Infinity, and BEYOND!' - Spelljammer Quest. Skyships, Indiana Jones moments
    NW-DC9R4J5EH - 'The Black Pearl' - Spelljammer! Phlo Riders and Space Orcs
    Thanks for all the fish.
  • imaginaerum1imaginaerum1 Member, NW M9 Playtest Posts: 378 Arc User

    try deleting the offending door, letting the paths re-map, then enabling it?

    maybe it's just higher in the hierarchy and gets selected as DOOR A vs DOOR B?

    other than that, I got nothin. =X

    Unfortunately, deleting a door promptly moves the paths to a different door (also not the one I want), then re-placing the door maps it back to the original incorrect one.
    Removing the door I want and moving the door I don't want to where I do want it also doesn't help, as it promptly re-maps it elsewhere.
    Walls aren't an issue for it. Its perfectly happy sending the path through impassable walls to get to the door it likes. It will also skip past a few perfectly good adjacent doors to get to its chosen door.

    I've got one large room made out of four "dungeon builder" rooms, with doors on every intersecting point to open it up into one big room (like you're supposed to be able to do with the dungeon builder rooms), and I want an encounter to wander around it in a circle. What I get is three-quarters of a circle and then whoosh... off to the middle of nowhere.

    Very frustrating, and I'm hoping someone has figured out a way around it.

  • torontodavetorontodave Member, NW M9 Playtest Posts: 992 Arc User
    Yea I've used the 'doors on every touching wall' trick aswell.

    Have you tried moving the patrol points from within the 3d editor? [No reason why .. Just because.] =X
    NW-DSQ39N5SJ - 'To Infinity, and BEYOND!' - Spelljammer Quest. Skyships, Indiana Jones moments
    NW-DC9R4J5EH - 'The Black Pearl' - Spelljammer! Phlo Riders and Space Orcs
    Thanks for all the fish.
  • instynctiveinstynctive Member, NW M9 Playtest Posts: 1,885 Arc User
    I've run into that issue as well... to include a patrol path that circles around inside a wide open room.. no doors! That path will wind around whatever way it wants to.

    I chalk it up as "Foundry!" and work on something else.
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    "...I grab my wiener and charge!" - ironzerg79
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