Jump to content
Sign in to follow this  
xendance

More control over waypoint AI behaviour

Recommended Posts

Basically I'd like to be able to separate the pathfinding and combat mode types.

There have been countless times where I would've liked to use stealth waypoint and make the AI stick to cover (like the various small dried out rivers on Altis), but I would've also liked the AI to use the same pace as with an "aware" waypoint.

But if I use an aware type of waypoint it seems that the AI disregards the concealment completely and usually picks the shortest route between the waypoints.

So: How I can make AI move so that it tries to conceal its movement without using a stealth waypoint?

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

×