Hey just wondering if anyone knows how the path finding part of the engine for the AI works and how I can use it properly. I don't know why but my AI like to walk into walls and they don't always like to follow command lists.
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Hey just wondering if anyone knows how the path finding part of the engine for the AI works and how I can use it properly. I don't know why but my AI like to walk into walls and they don't always like to follow command lists.
Welcome to the club. I struggled to no end getting my AI in BCE to navigate my geometry. AI in Blam! like nice wide unbroken flat surfaces to navigate. Even when they have it they can't figure it out all the time. I just ended up playing with my geometry until my AI grew a fucking brain. Not sure what else to say.
If im not mistaken the devs of halo were using the same principles in pathfinding as they used to calculate how the guns shot but its less specific. skarma said the method was like raytracing i think. because of the way it was coded made a huge impact on the style and structures of the game. notice there are no true tunnels/curvy turns in the campaign?
If I still cared I might make a few test BSPs to find out what confuses the AI and what doesn't. It's been a decade, tho. It's just too late for me.
It sucks you cant put way points in the map to help the AI navigate. Sadly Halos fuzzy logic is too fuzzy.
Well, seeing as how there was never any official (half assed or not) document put out on how to actually implement AI in a Halo 1 scenario (with its underlying geometry), it's kinda crude to judge AI development.
I don't have any reference material near me right now so I can't give any input ATM
Korn, do you think we could add path points via open sauce? i havent looked at that part of os enough to know how much you had reversed.
I think it uses a method similar to D*, based on personal observations.