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philcommando

Path lod

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I have been experimenting with path lod for small 70 X 70 metres island/rock outcrops placed over the acid sea in mission editor and realised:-

1. AI will not recognise sea-addons without path LOD even if u have the roadway lod.

2. Path lod is an exact science and must be placed properly to work.

Rather than to go into a tutorial, perhaps u might wanna experiment by 'back-engineering':-

a. In the data3d file that comes with 02, there are some Mlod models which u can open to see how it is done.

b. Open up the model which has a bunch of trees ( not sure of the name as i no longer have OFP on my comp)

c. Once in 02, look at the pathlod

d. copy and paste the entire pathlod onto your sea addon's path lod and use it.

e. save it and test in ofp....watch how your Ai reacts then go back to O2 and work out your paths requirements.

f. as far as i know, the memory points in pathlod are:-

i.) in1, in2,in3...in(infinity?) - these points are the entry/exit points for Ai to move into path.

ii.)pos1, pos2, pos(infinity) - these are points that when u point exactly to it, Ai will move to it. Without it, Ai will just stand and dont move.

g. If u have several levels of floors, u only need one set of paths points on the ground level, no need to duplicate the paths for every floor. At each floor Ai will move according to the ground floor path points

I would love to share the rock outcrop with a climable cliff but like all my other addons, would only draw flak. So all the best and may this path lod topic help u create more interactive sea addons. All the best. :-)

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Interesting. I did find it necessary to path up levels to get the AI to go there.

Roadway is kind of where the AI can walk, Paths is kind of where they will walk. Big difference as I'm sure you know biggrin_o.gif

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