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bravo 6

Paths LOD

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Does anyone know how they are built correctly? Wiki info only have this

I ask this because i in BIS models theres a text saying "in1", "in2", "in3" and "pos1", "pos2", etc..

Do we need to define this in 'Named Selections"?

Also i created a single line along the stairs and when i order my AI to go up ArmA crashes.

Can someone elaborate, does the thin line have to do with the crash?

edit: I wrote "post1" and it is "pos1". Fixed this command for Paths LOD.

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they must be named in and pos

the path is a collection of connected points, were the points get named as named selection. you can have unnamed points to close the faces, but the faces should be unnamed, only single points get named.

take a look in a sample model, you will see how it work.

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I think I have set my buildings as the BIS models but when i order the AI to mode to the house, ArmA crashes.

Also i can not see the way point that should be for AI to go.

Does anyone did make this work already? Any idea whats wrong or what is missing?

edit: added pics

Amiriya_modelbug09_s.jpg

1024x768

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I think the named selections need to be single vertices and the polygons triangles.

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hum..

if you opened the model 'dum_istan2b.p3d' you can find some sessions that have 4 vertices. If you select 1 vertice after pressing F2 (SelectObject) you select all path and not just the triangle or quad.

There gotta be something else but what?

edit: my selections are single vertices.

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Bravo, you 'forgot' or left out 'pos1'. It doesn't mather how much 'positions' or 'intrences' you add to the path lod, you just need to make sure the numbers follows each other.....pos1-pos2-pos3-in1-in2-in3 etc....

The moment you leave out a number it gets srewed up and the path isn't working.

Like said you can have as much named selected vertexes, but the more the complexer the path finding and commanding it will become for AI leaders.

As for your 'stairs' selection, afaik this isn't needed. I haven't tested but it is indeed best to have a connected piece where the stairs are and best use the ladder memory points for it (so the AI starts on the path itself, although if you add an 'in' selection name on the start and end of the ladder AI should find the path again).

As for the path vertexes, it is best to have them +-10cm above the roadway lod. Also afaik, it isn't needed to have quad faces as AI uses the edge/line between the vertexes. So tris faces is more then enough.

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Oh my god, i didn't noticed the order.. i thought i had put the in1, pos1 etc.. by order and i truly missed the pos1 that made arma crash.

Changed the LOD and now they have all in order like DaSquade said and i confirm its working as they should!

I can now see the waypoints when i order the AI to move inside. This is great! smile_o.gif

Thanks and sorry for my distraction. (really stupid distraction)

edit: typo

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Bump.

Is there anyway to make a standalone path object that doesn't require a geo LOD above ground level?

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anyway to make a standalone path object that doesn't require a geo LOD above ground level?

not sure I understand, but I'm sure you can make an addon with PATH and ROADWAY, the AI can walk on that.

And a GEO LOD that actually has nothing in it. I guess you'll maybe need LANDCONTACT to have it "sit".

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Gnat @ Dec. 27 2008,08:16)]
anyway to make a standalone path object that doesn't require a geo LOD above ground level?

not sure I understand, but I'm sure you can make an addon with PATH and ROADWAY, the AI can walk on that.

And a GEO LOD that actually has nothing in it. I guess you'll maybe need LANDCONTACT to have it "sit".

Right, well you see I'm trying to make some hidden path objects to place in narrow areas that enable AI to pass through, however in order for the squadleader to direct AI to these points it seems they need a geo LOD above the terrain so that he can point them to these specific areas. It seems even that the whole path gets disabled without the geo LOD as the AI refuse to follow you or navigate through these areas. From what I've worked out you need to actually point at the geo LOD component(s) in order to reveal these paths.

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Oh! Well I guess I've never had a GEO-less model ... and it sounds like you've done far more research than most ppl already.

If you don't "component1"-ize the GEO parts of the model (i.e. don't use the "Find Components" menu) ... will the AI walk straight through it? (even if it is above ground)

i.e. gives the squad leader a target, that can be walked straight through.

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Hm, looks like I was wrong due to inconsistent testing conditions, there wasn't a genuine need for a solid geo LOD in order to lead AI effectively through narrow corridors as long as the paths are properly placed. Idea seems kinda redundant now really...

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