Driving AI tutorial - Without making them braindead.

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Kayar
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Post by Kayar » Wed Jun 04, 2008 2:03 pm

The ocean is not a physical thing with a collision. Thus, it doesn't count as a pathfinding obstacle. The AI look for a place without obstacles, hence, they turn lemming on you and drive into the sea.
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Excend
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Post by Excend » Wed Jun 04, 2008 2:11 pm

Kayar wrote:The ocean is not a physical thing with a collision. Thus, it doesn't count as a pathfinding obstacle. The AI look for a place without obstacles, hence, they turn lemming on you and drive into the sea.
i think kayar's points is if you put a wall around the coast the AIs wont go into the ocean
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Kayar
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Post by Kayar » Wed Jun 04, 2008 2:26 pm

{XD} ghosts wrote:
Kayar wrote:The ocean is not a physical thing with a collision. Thus, it doesn't count as a pathfinding obstacle. The AI look for a place without obstacles, hence, they turn lemming on you and drive into the sea.
i think kayar's points is if you put a wall around the coast the AIs wont go into the ocean
No. My point was to explain why they drive off into the ocean.

Making a wall would be a pain because b30.map does not load in Sparkedit.

That would be pretty cool if someone did it, however.
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Post by Excend » Wed Jun 04, 2008 2:36 pm

this would still be a pain, but i believe easier, what if you imported the island into bloodgulch, built the wall, and then reimported in b30?
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Post by Fuel » Wed Jun 04, 2008 2:46 pm

you cant import the island into bloodgulch :roll:
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Excend
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Post by Excend » Wed Jun 04, 2008 2:49 pm

you can import the BSP, sword didnt make "the island" from nothing
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Kayar
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Post by Kayar » Wed Jun 04, 2008 2:54 pm

But you can't "import it back."

Possibly the best way you could do it is, set up the spawnpoints for your walls in the island not-rebuilt version, then import your wall scen into b30, then copy/paste your spawnpoints into the scenario editor in eschaton for b30. Problem is, I doubt b30 uses the exact coordinate setup as the island, since the island is still essentially bloodgulch.
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