PathLogic V1.03, Freeware UEd Utility.

    Created by:		Digital Innovations, Inc.
    Author:		Robert A. Wey, diinc@ecenet.com
    Date:		02/23/2001


PathLogic is Copyright(c) 2001 Digital Innovations, Inc.,  All Rights Reserved.
******************************************************************************************

!!!  See section VI for a quick view of what's changed.

!!!  Special thanks to JTRipper for suggesting the change that allows inventory
     to be picked up.  Thanks JT!



Table of Contents:

	I.	Description
	II.	Installation
	III.	PathLogic Console Commands
	IV.	Using
	V.	Elevator Mode
	VI.	Revisional History
	VII.	Disclaimer and Legal

******************************************************************************************


I. Description
--------------
PathLogic is combination Windows EXE and a UT script file that allows you to place nodes
and other various navigation points in your map while playing the map...rather than in
UnrealEd.  The obvious advantage to this is the time required to lay the paths.  While
pathing in your map, all pathnodes you place as well as preexisting pathnodes are visible.
You can either place pathnodes manually or automatically as you walk.  The interval at
which nodes are placed automatically is fully adjustable during gameplay and all placements
are checks for crowding.  Once placed, a nodes can then be erased if desired.  Reading
the following sections in their entirety will explain all the features you can control.


II. Installation
----------------

1) Copy PathLogic.u to your UT\System directory.
2) Copy PathLogic.exe to a directory of your choice.
3) Although PathLogic alters, then restores your User.INI file, its probably a good idea
   to make a backup of USER.INI before using PathLogic.

NOTE:  PathLogic scans your registry for the UnrealTournament directory.  If, upon
       starting PathLogic.exe, it displays the message "Can't find UT directory", you
       can add (at your own risk) the following string entry to your registry to resolve
       the problem:

       [HKEY_LOCAL_MACHINE\Software\Unreal Technology\Installed Apps\UnrealTournament]
       "Folder"="C:\\UnrealTournament"

       The registry entry above adds a string value called "Folder".  The actual path
       specified ("C:\\UnrealTournament" in the above example) will vary depending on
       your UT installation.



III. PathLogic Console Commands
-------------------------------
Pathnodes are placed while you PLAY your map...not from within UEd.  You command it
via console commands and, thus, it's strongly recommended that you bind the following
to some keys for quick access.  Commands PathLogic understands are:

    PathMode n	        Where n is 0, 1, 2, or 3.
                                0 = Manual Mode.  Must tell it place a pathnode.
                                1 = Auto Mode.  Nodes are placed at intervals as you walk.
                                2 = Erase Mode.  Run into them and they're erased.
                                3 = Elevator Mode.  Autoplace of LiftExit/LiftCenters

                        Default is 0, Manual Mode.


    SelectPathType      Cycles through Normal Pathnodes, One-way Pathnodes, and
                        Alternate Pathnodes.  A message will display current selection.

			            Default is Normal pathnodes.

    APathRo n           Specifies the AlternatePath bReturnOnly value.
                        Where n is 0 or 1

    APathWt n           Specifies the AlternatePath SelectionWeight value.
                        Where n is the desired value.

    APathTm n           Specifies the AlternatePath Team value.
                        Where n is 0 - 3.

    AutoPathSpacing n   Where n is a "world units" spacing value.  Determines how far
                        apart auto nodes will be placed.  Default is 350.


    MinimumClearance n	Where n is a "world units" spacing value.  Determines clearance
                        checking distance to prevent placing nodes too close together.
                        Default is 64.


    DropPathnode        Manually place current path type pathnode at your current position.


    DropPlayerStart     Place a player start at your current position.


In order to make PathLogic easy to use, it is strongly recommended than you bind at least
a couple of AutoPathSpacing commands to keys.  Being able to quickly switch this value is
is very helpful when traversing varying geometry in your map.  Have a couple (at least) of
AutoPathSpacing along with the mode switch and the drop commands.  Doing this will give you
much quicker control over the process.  The following is an example of some possible key
bindings that replace the default player view bindings with PathLogic bindings:

  NumPad0=DropPathNode
  NumPad1=AutoPathSpacing 128
  NumPad2=AutoPathSpacing 256
  NumPad3=AutoPathSpacing 350
  NumPad4=PathMode 3
  NumPad7=PathMode 0
  NumPad8=PathMode 1
  NumPad9=PathMode 2
  NumPadPeriod=DropPlayerStart
  GreySlash=SelectPathType



IV. Using
---------
1) Build your map up to the point where you want to add pathnodes.  Its better to have all
   weapons and pickups in place, but not necessary.  Place one playerstart in the map.
   Build your map (make sure to define paths), save it, and exit UEd.
2) Run PathLogic.  A message will appear asking if you want to run Unreal Tournament in
   PathLogic mode.  Answer Yes to proceed.
3) PathLogic will minimize itself to your taskbar and will luanche UT.  Start a practice
   session on the map you want to pathnode.  Make sure to turn off ALL mutators.
   During the flyby intro, make sure NOT to accidently add any pathnodes as these will
   also be considered for your map and will either wind up hanging in the air or off the
   map.  When your map starts, you will be in Manual Mode.  Any preexisting pathnodes will
   be visible.
5) Use the different commands listed in Section III as necessary.  Avoid a lot of erasing.
   PathLogic will only record 2048 nav points.  This number may increase in later revs.
6) You can fly while your in the game and even ghost.  Autopathing is inhibited while
   flying or falling.
7) When you're done, simply exit UT and then pull up PathLogic from the taskbar.
8) Press "Make Path Map" to exit PathLogic and have it generate a path map.  Press Cancel
   to bypass building the path map.
9) Reload your map in UEd and Import PLMap.t3d from your Maps directory.  Make sure to
   check mark "Import to existing map", then hit OK.  UEd will pull in all nodes you left
   behind in the last pathing session.  You can then edit/tweek these as necessary.



V. Elevator Mode
----------------
Elevator mode can autoplace LiftExits and LiftCenters on Movers.  This placement, however,
is limited to movers with an Object/InitialState of StandOpenTimed.  Follow these steps
to add two lift exits and one lift center to an elevator.

1) Approach the elevator and stop where you want the "rest postion" lift exit to be
   placed.
2) Switch to PathMode 3 (Elevator Mode).  Upon switching to this mode, a LiftExit will
   be placed where you stand.  A message will appear indicating Elevator Mode and will
   also display the mover tag it thinks you're dealing with.  If this tag is incorrect,
   switch to Erase Mode and erase the tag.  If it is correct, proceed (step 3).
3) Step onto the elevator in question.  You will have 4 seconds to position yourself
   in the center of the elevator where you want the lift center to be placed.
4) Ride the elevator to the top and climb out the direction desired, then stop where you
   want the second lift exit to be placed.  Change to any other mode (i.e. Manual Mode)
   and the second lift exit will appear.

How it works:
When you change to elevator mode, PathLogic searches for the nearest visible mover with
an Object/InitialState of StandOpenTimed.  If it can't find any within 512 units, a message
will be displayed and your mode will not change from what it was.  If does find one, it
remembers its Event/Tag, displays that, then creates the first LiftExit setting its
LiftTag accordingly.  Next, PathLogic waits for the elevator to be triggered and four
seconds later, when the elevator starts moving, it places the lift center.  NOTE: when
you first start the game, all StandOpenTimed elevators have a four second delay added
to whatever their current delay is.  This gives you time to get yourself centered on the
elevator.  Finally, when you step off the elevator and change out of elevator mode, it
will only place a second lift exit if a lift center was placed.  Thus, it is possible
to add more than two lift exits by simply entering Elevator Mode near the elevator in
question and then never riding the elevator...rather, just change to another mode.  When
you do this, as always, verify the elevator Event/Tag on the readout.

Problems:
If you have a HUGE elevator and it says "Can't locate elevator" ... even though you're
sure your standing within 512 units, its likely the origin of the mover brush is more than
512 units away.  PathLogic only uses the mover's origin to measure distance.  In these
cases, you'll have to place the first lift exit within 512 of the origin (even though that
may not be where you want it), and reposition it later in UnrealEd.


VI. Revisional History
---------------------
1.00	Initial release.
1.01	Added custom sprites for nodes.  Executable can be run from any directory.  Launches
	UT.  Prints path stats when path map is built.  Launches in Manual Mode.
1.02	Inhibits autoplace if flying or falling.  Fixed missing error message when could
	not find UT directory...now shows message.  Implements elevator LiftExit/LiftCenter.
1.03	Added support for AlthernatePaths.  No longer disables inventory from being picked
	up.  Console command OneWayPath(n) changed to SelectPathType.  Added console command
	APathProperties.



VII. Disclaimer and Legal
------------------------
Digital Innovations, Inc. offers this freeware utility "As Is".  We will not be held
responsible for any damages, loss of time, business, etc. resulting from the use or
misuse of this product.  You may distribute this program as freeware provided the
archive remains intact.  You may not, under any circumstances, distribute this product
for sale or profit either directly or indirectly without the prior written consent of
the author.


