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AI door problems?

Posted: Mon Aug 23, 2004 2:48 am
by fuhrer
how come my AI wont follow their patrol waypoints if they have to go thru a door?

Posted: Mon Aug 23, 2004 3:17 am
by lizardkid
er, they should, maybe they hear the door themselves and flip out. try timing it so the door opens when they get there. :wink:

Posted: Mon Aug 23, 2004 4:27 am
by fuhrer
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

Posted: Mon Aug 23, 2004 9:51 am
by bdbodger
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

Posted: Mon Aug 23, 2004 6:54 pm
by fuhrer
could it be an area portal problem maybe? can ai see thru area portals?

Posted: Tue Aug 24, 2004 6:33 am
by Krane
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

Posted: Tue Aug 24, 2004 7:53 pm
by lizardkid
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.