View Full Version : [UNREAL] Need help with flying actors.
Zeph
October 23rd, 2008, 12:58 AM
I'm needing to get an actor spawned through kismet that I can move between navigation points. This actor must be able to fly through the air. I've posted a thread at the epic forums earlier and figured I'd ask here as well. Here's a link to the thread.
http://utforums.epicgames.com/showthread.php?t=628297
Any ideas?
Phopojijo
October 23rd, 2008, 01:15 PM
Did you place any air bot path nodes?
If I understand your problem... your AI has no problem flying... but there's no (connected) air pathnodes for it to move to. (It took off then landed because there's no place it could go besides it's spawn point.)
I'm really not good at pathing though so... yea... only played around with it in Skyhook
http://udn.epicgames.com/Three/NavigationAI.html
I mean, if you just want the object to fly around in a totally defined path and speed and not "be smart" you can instead of kismetting the actor... kismet the actor's static mesh as a mover or interpactor... assign the static mesh the material... and give it a baked animation path... But then it won't be smart... won't shoot, etc. (It's just a dumb mesh floating in space)
And yes to my memory there *are* special pathnodes for JUST flying objects... that might explain some stuff.
Zeph
October 23rd, 2008, 01:28 PM
To clarify, it took off because it partially spawned below the floor and was bounced upwards.
I'll look into the baked animation thing. My project can work without the things shooting back.
Phopojijo
October 23rd, 2008, 03:15 PM
Yea... at that point you'd be just making a simple motionpath animation. Exactly the same as making a lift (except of course that lifts activate on touch)
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