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AI glitches

Posted: Sat Dec 20, 2003 12:55 am
by matt_moh
I made a map with ai in it and the ai pathnodes are realy glitchy. First of all, my corner left and right nodes don't work. The ai will go to the node on it's own and does the corner animation but it does not shoot at the player. Also, I have a lot of instances where the si will run through walls and disaper, only to reappear somewhere else in the level. Anyone have any tips for fixing these problems?

Posted: Sat Dec 20, 2003 10:51 am
by bdbodger
to use the corner left and/or right node what you do is have the nodes 16 units from the corner and 16 units away from the wall . Also they must point away from the wall . The corner left node is corner left with back to the wall the node points the way the ai will be standing before he does the cornering so he will corner back and to the left . Node points north to corner back to the south etc . You can put monster clips to contain an ai in an area .

Posted: Sat Dec 20, 2003 4:38 pm
by matt_moh
I'm pretty sure my nodes are the way you said they were supposed to be. I followed all the instructions from one of the docs that came with the SDK and it still does not work. As for the the clips, I have been using actor clip. Does that do the same thing as monster clip?

Posted: Sun Dec 21, 2003 7:59 am
by jv_map
Nudge your corner nodes a few more units towards the corner. This will make the corner bots more exposed and more agressive.

AIs may move through walls in order to reach a special node like a crate or corner node. To prevent this, make sure you don't have any of these nodes near thin walls where AIs could move through. You can also try to add 'dont_link' nodes at the opposite side of the wall.

Posted: Mon Dec 22, 2003 1:23 am
by matt_moh
Ok thanks for the help, I'll try what you said.

Posted: Sun Jul 08, 2007 10:59 pm
by Smithy
I know this is an extremely old post but the corner_nodes have been annoying me lately too.

The AI move to the nodes and play the correct animation, but just look at me, no matter how far or close to the walls and corners the nodes are.

I noticed it's only happened in this map and it's the first time I've used disguise type play. Maybe this has something to do with it ?

Posted: Mon Jul 09, 2007 6:19 am
by bdbodger
Have you tried playing with some of the ai settings like sight noticescale or hearing .

Posted: Mon Jul 09, 2007 11:21 am
by Smithy
Well i highly doubt it's anything to do with that because of the same reason I've never had troubles before, no matter what settings the sight, hearing, noticescale etc is. I even created a little map now to test a corner_node and the AI was acting fine, it's just in this map. There must be something I added on the script or map that's causing the problem. The console doesn't display an error when they do it either.

Posted: Wed Jul 11, 2007 10:14 am
by Smithy
The person who made this thread was talking about his undercover map he started in a previous thread, so I'm guessing using the disguise code messes the corner nodes up.

I'm going to try taking out some of my code to see.

Maybe someone else should test this?

Posted: Wed Jul 11, 2007 3:44 pm
by bdbodger
The player isdisguised untill he draws his weapon so maybe that is why he thinks it is not working maybe ?