Jump to content
Sign in to follow this  
SFG

Path problems

Recommended Posts

My paths in o2 are perfect( I think). Is there anything in the cpp that needs to be different?

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">#define TEast 0

#define TWest 1

#define TGuerrila 2

#define TCivilian 3

#define TSideUnknown 4

#define TEnemy 5

#define TFriendly 6

#define TLogic 7

#define true 1

#define false 0

// type scope

#define private 0

#define protected 1

#define public 2

class CfgPatches

{

class I44_bunker2  

{

units[] = {I44_bunker2};

weapons[] = {};

requiredVersion = 1.46;

};

};

class CfgVehicles

{

class All {};

class AllVehicles: All {};

class Land: AllVehicles {};

class Static : Land {};

class Building : Static {};

class NonStrategic : Building {};

class I44_bunker2: NonStrategic

{

scope=2;

side=TCivilian;

cost=1;

vehicleClass="I44:Objects";

mapSize=1;

icon="\I44_bunker2\icon.paa";

displayName="Bunker";

model=\I44_bunker2\bunker3;

};

};

The Ai walks into the bunker, but doesnt go to any POS. Well I get no option to send him to any positions. Any ideas?

Share this post


Link to post
Share on other sites

I guess u will have to wait for Brsseb's advice as he uses the path option. However, the fault lies not in the cpp but rather in 02.

I cant suggest anything else as i use a different option from Brsseb. Mine is more on roadwayLOD with as little obstacles as possible, more than 5m wide passageways and no roof geometry except for a flat face roadwayLOD as roof. For doorways, at 0.00LOD u will see the block above the door, but in geoLOD, the doorway is clear all the way up to the roof with no geometry. This way, not only one Ai can enter, but the rest of the team can enter too. (try having wider doors, cos Ai team have formation spaces and ofp engine will try to adhere to the space limits).

Perhaps u might wanna check the Componenent convex hull. Its not enough to just click the option but u must check that the topology is 'closed' and that the components are properly hulled with no red links exposed. Furthermore u must also click on 'recalculate normals' so that Ai can see the obstacles instead of one grey mass( u can see it too in Breathe window)

Share this post


Link to post
Share on other sites

They run into the bunker fine. If i put an ai with a waypoint over the bunker they run inside. But I am unable to tell them to go to any positions. In the waypoint menu.

Share this post


Link to post
Share on other sites

I have made a temp bunker that works fine.

This is a picture of the paths LOD, its made up of a single planes and works fine. you can set men to go to positions. (In my bunker the positions are next to windows)

The path is slightly above the roadway faces. Whether this makes any difference I dont know.

bunkerpath.jpg

If you want the .p3d just say and Ill email it, its a huge 61kb.

btw here is the entire config for the bunker just so you know its nothing there...

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgPatches

{

class bunker1

{

units[]={bunker1};

weapons[]={};

requiredversion=1.01;

};

};

class CfgVehicles

{

class All {};

class Static: All {};

class Building: Static {};

class NonStrategic: Building {};

class House: NonStrategic {};

class bunker1: House

{

vehicleClass="buildings";

model="\bunker1\bunker1";

armor=2000;

scope=2;

displayname="SCJBunker1";

};

};

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  

×