AI Pathfind fake out? [message #276643] |
Wed, 01 August 2007 22:41 |
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R315r4z0r
Messages: 3836 Registered: March 2005 Location: New York
Karma: 0
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General (3 Stars) |
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Lets say I did the following:
If I made a wall with physical/vehicle collisions enabled, then generated pathfind sectors. Then later after sectors were generated, went into the gmax and deleted the wall. Re-exported it to level edit, then export it to Renegade.
If I was to play the map, would the AI still react to the place where the wall USED to be? Like would they avoid running into the spot where the wall was?
Or would the AI realize that even though I didn't set up the updated pathfind, there is no wall there and walk over it.
Because I was thinking of using this little trick to make AI bots avoid stepping into Tiberium fields, I just want to know if it works, or if anyone tried it yet.
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Re: AI Pathfind fake out? [message #276644 is a reply to message #276643] |
Wed, 01 August 2007 22:45 |
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Oblivion165
Messages: 3468 Registered: June 2003 Location: Hendersonville, North Car...
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General (3 Stars) |
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The pathfind data would stay the same and a bot will remain in the pathfinded sectors (unless you push the bot out but then they seem to just stand there)
WOL: Ob165ion Skype: Oblivion165 Yahoo Instant Messenger: CaptainJohn165
[Updated on: Wed, 01 August 2007 22:46] Report message to a moderator
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Re: AI Pathfind fake out? [message #276648 is a reply to message #276643] |
Wed, 01 August 2007 23:27 |
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Oblivion165
Messages: 3468 Registered: June 2003 Location: Hendersonville, North Car...
Karma: 0
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General (3 Stars) |
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If the walls are tiles then simply check box "collides in pathfind"
If not then your idea will work.
WOL: Ob165ion Skype: Oblivion165 Yahoo Instant Messenger: CaptainJohn165
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