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AI Turning Help
WALP Offline
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Posts: 1,221
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Joined: Aug 2012
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#2
RE: AI Turning Help

First of all make sure you map is running using freshly generated cache files, especially the one for pathfinding. Without it the AI will navigate dumbly only thinking 1 node ahead. I believe the profile setting "ForceCacheLoadingAndSkipSaving" is the way to configure this.

Think from the perspective of the AI, it does not see the map, it's entire world is made of pathnodes, so if the closest pathnode is on the other side of a wall it may try to walk through it, and likewise it will need some pathnodes to guide it around corners and other complicated spaces.

I only did this with the infected construct, but in the AI script file there should be the option to set at what distance collision detection will kick in and make the AI avoid bumping into things. As well you may want to consider making a custom ent for the monster, and making it's collision cylinder smaller if you have it going through tight spaces.
Doing this made the infected robot navigate tight spaces a lot better for me in FUGA.
04-29-2016, 11:59 PM
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Messages In This Thread
AI Turning Help - by mysteryman141 - 04-29-2016, 11:44 PM
RE: AI Turning Help - by WALP - 04-29-2016, 11:59 PM
RE: AI Turning Help - by mysteryman141 - 04-30-2016, 12:47 AM



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