Base game vehicle pathing

Ive created a ymap using codewalker and the ymap includes a fenced off car parking area that has a locked gate at the entrance, during creation of the ymap i edited and removed the pathing nodes that would allow vehicles to enter the car park. My server dev pushed this to a testing branch of our city and found that vehicles were acting very oddly, driving into close-by buildings and not acting how i expected.

Was there anything else i needed to do with the nodes430.ynd that was generated did throw a warning when i saved it.

Any help would be appreciated in fixing this.

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I managed to fix the error message by manually lowering the number of nodes to meet the expected number of nodes in the area, however, further up the road near The UwU Cafe we have on our server the cars are ignoring roads and driving into walls and through the ground, something ive done has impacted the nodes in this area :frowning:

The UwU Cafe would have it’s own node file running correct? I imagine this is some issue with colliding node files and you will need to mesh the files together, by starting with one and adjusting it to be what you need, if possible probably start with the cafe’s as you know which nodes you need to remove for your map and that file will already have the cafe’s removed.

I didnt think about the UwU having its own pathing, ill try take a look at both MLOs at the same time and tweak the pathing.
Thank you

I´m having a problem where i delete some points in codewalker and when i load the nodes in my stream folder when i join the server the cars starts flying to nowhere like nodes broken completely and instead of creating 1 node file it creates like 4 or 5 differente nodes for a small place. Is really weird. Any tutorial or help please?