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?
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
Last edited by Limited; January 20th, 2010 at 10:37 AM.
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