Driving AI tutorial - Without making them braindead.
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i think kayar's points is if you put a wall around the coast the AIs wont go into the oceanKayar 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.
TaxiService wrote:Roses are red
Violets are blue
What a shitty thread
Fuck all of you.
No. My point was to explain why they drive off into the ocean.{XD} ghosts wrote:i think kayar's points is if you put a wall around the coast the AIs wont go into the oceanKayar 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.
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.
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.
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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