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fuhrer
Captain
Posts: 253 Joined: Sun Mar 14, 2004 3:36 am
Post
by fuhrer » Mon Aug 23, 2004 2:48 am
how come my AI wont follow their patrol waypoints if they have to go thru a door?
lizardkid
Windows Zealot
Posts: 3672 Joined: Fri Mar 19, 2004 7:16 pm
Location: Helena MT
Post
by lizardkid » Mon Aug 23, 2004 3:17 am
er, they should, maybe they hear the door themselves and flip out. try timing it so the door opens when they get there.
fuhrer
Captain
Posts: 253 Joined: Sun Mar 14, 2004 3:36 am
Post
by fuhrer » Mon Aug 23, 2004 4:27 am
they hear the door they opened at scare themselves? lol the guy didnt even try walkin to his waypoint coz it was behind a door from his starting point
bdbodger
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Posts: 2596 Joined: Tue Feb 25, 2003 7:34 am
Location: canada
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Post
by bdbodger » Mon Aug 23, 2004 9:51 am
You can try
$door connect_paths
This is what the SDK says about that
connect_paths
Connects all navigation paths which intersect with the specified entity's volume
fuhrer
Captain
Posts: 253 Joined: Sun Mar 14, 2004 3:36 am
Post
by fuhrer » Mon Aug 23, 2004 6:54 pm
could it be an area portal problem maybe? can ai see thru area portals?
Krane
Lieutenant General
Posts: 782 Joined: Sat May 31, 2003 4:18 pm
Location: California, USA
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Post
by Krane » Tue Aug 24, 2004 6:33 am
Try what bdbodger said. Doors interrupt the navigation...
btw, the patrol system is a hell to handle...It won't work, probably...unless you use:
$ai walkto $blabla
lizardkid
Windows Zealot
Posts: 3672 Joined: Fri Mar 19, 2004 7:16 pm
Location: Helena MT
Post
by lizardkid » Tue Aug 24, 2004 7:53 pm
i made a small funmap where you and a few brits went through a maze where every now and then germans would pop out of concealed doors and begins shooting. i jsut used the spawn comamnd and runto with mood alert to make it work.