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Victim_913

Paths verses Rocks

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First thing, my California spelling abilities are hard at work. I meant "versus" not "verses".

One thing I hate is the AI inability to walk near rocks or platforms. On Tanoa, in the big cities there are a few terraces that AI wont walk on. I can think of one example. In the main city, there are 2 big office buildings that we had on Altis. the ground wasn't flat. So there is a huge terrace under it to make it be on a flat surface. If im not mistaken, I think the bricks on the wall are black. Anyway to get in the building, the door way is on the terrace side. AI won't go in the building because they can't walk on the terrace.

 

But my main concern is similar. There are a whole bunch of caves on Tanoa and a lot of excellent viewing areas where rocks line the sides of the incline of the mountain. AI won't walk on or over or under rocks unless there is a path. Im wondering if putting a path on the island gets ai to ignore the rocks.

One area, there are Huge rocks on both sides, but ground in between. The Ai won't walk on the ground because parts of the rocks are underground, so they stop.

Yet another section has rocks even closer together. Rather than 30 feet apart, the distance is only 10, but AI walk on the one where the rocks are closer, but not the one without the trail.

 

So will placing pathways or trails get AI to ignore the rock limitation? Because those rock formations make for some great cqc. I would love for the island I am making, to have rock formations that AI will be able to use.

 

Thanks

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I have done a lot of testing on this on my own map and if you want to build level changes with objects this will happen regardless of roads and paths. If you are setting up for a CQB scenario using places like that, you should restrict their movement with scripts in mission file. Then you can place them in places they will not normally get to using 3d editor.. Caves, tunnels and various things build from rocks and platforms are more for players.

I use a LOT of them on my own map but they are more for PVP and RP game modes than PVE.

 

I tried making tunnels by using various rocks over roads and paths. AI seem to consider them obstacles even though the road is completely clear and unobstructed. Regardless of ceiling height, the ai just walk or drive up to it and try to find a way around.

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you can use invisible roadpaths or polylines, AI dont like steep terrain so as long as the pathway is flat and theit ability to get there is also not steep they will follow the path, one thing I always found in testing , AI are like water they will take the path of least resistance

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