Okay, I've started experimenting with AI. Here's some questions:
1) If I set up a series of Th-Patrolpoints in a building, lets say, following a path down a hall through some rooms, etc, how do I get the guard to follow the exact same route back using the minimum number of Th-Patrolpoints? To clarify:
The Route will be from 'A' to 'B' to 'C' to 'D' to 'E'. When my guard reaches 'E' pp, must I create another series of pp's with different tags going back along the exact same path, ie: 'E2' to 'D2' to 'C2' to 'B2' to his start position of 'A2' ? or is there some way of perhaps assigning the event at 'E' pp an 'A' and then will the guard follow some undetermined, random route back to its starting point? Again, I wish to have some of my guards following strict Patrols through my map following the same paths they've traversed previously. It's a question of # of Th-Patrol points primarily.
2) Is it possible to overdo the # of pp's on ones map? Or Pathnodes? What effect would result from such a practice?
3) Is it necessary to have pathnodes in the same places there are Th-Patrolpoints? Can pp's serve the same function as pathnodes, alone?
4) Would I need to perhaps create a 'NewOrders' set and tag for a guard to return along a previously trodden route in 'reverse order' ?
5) Do AI Guards choose random pathnodes at unpredictable times and is it possible to keep them strictly and completely under your control or is there an element of chaos programmed into their behaviour? (I realise that once human players distract the Ai's there will be unpredictability, but prior to human intervention, and, after they have 'calmed down and returned to their duties/routines', is my prior concern right now.)
6) If I don't want an AI guard to take an undesirable path, would adding more Th-Patrolpoints or closely placed pathnodes, keep AI guards along a strict path of my choosing, thereby not choosing nearby alternate pathnodes which might tempt it ?
And a brief question on Th-Doors:
1) Should a Th-Door/mover brush be flush up against the walls of the holes or spaces they are placed in? Would placing a Mover that was just slightly smaller than the opening by say 1 or 2 uu's make the mover less susceptible to BSP problems? I'm finding one of my movers is causing a BSP problem. At least I think thats what is causing it cause when I remove the mover the 'Hole' goes away. Sometimes I find if I don't allow a mover or semisolid to touch anything around it I don't get these blasted BSP's,....sometimes....
(I also realise this may cause light leakage through the 'cracks' between the doors and their frames.)
1) If I set up a series of Th-Patrolpoints in a building, lets say, following a path down a hall through some rooms, etc, how do I get the guard to follow the exact same route back using the minimum number of Th-Patrolpoints? To clarify:
The Route will be from 'A' to 'B' to 'C' to 'D' to 'E'. When my guard reaches 'E' pp, must I create another series of pp's with different tags going back along the exact same path, ie: 'E2' to 'D2' to 'C2' to 'B2' to his start position of 'A2' ? or is there some way of perhaps assigning the event at 'E' pp an 'A' and then will the guard follow some undetermined, random route back to its starting point? Again, I wish to have some of my guards following strict Patrols through my map following the same paths they've traversed previously. It's a question of # of Th-Patrol points primarily.
2) Is it possible to overdo the # of pp's on ones map? Or Pathnodes? What effect would result from such a practice?
3) Is it necessary to have pathnodes in the same places there are Th-Patrolpoints? Can pp's serve the same function as pathnodes, alone?
4) Would I need to perhaps create a 'NewOrders' set and tag for a guard to return along a previously trodden route in 'reverse order' ?
5) Do AI Guards choose random pathnodes at unpredictable times and is it possible to keep them strictly and completely under your control or is there an element of chaos programmed into their behaviour? (I realise that once human players distract the Ai's there will be unpredictability, but prior to human intervention, and, after they have 'calmed down and returned to their duties/routines', is my prior concern right now.)
6) If I don't want an AI guard to take an undesirable path, would adding more Th-Patrolpoints or closely placed pathnodes, keep AI guards along a strict path of my choosing, thereby not choosing nearby alternate pathnodes which might tempt it ?
And a brief question on Th-Doors:
1) Should a Th-Door/mover brush be flush up against the walls of the holes or spaces they are placed in? Would placing a Mover that was just slightly smaller than the opening by say 1 or 2 uu's make the mover less susceptible to BSP problems? I'm finding one of my movers is causing a BSP problem. At least I think thats what is causing it cause when I remove the mover the 'Hole' goes away. Sometimes I find if I don't allow a mover or semisolid to touch anything around it I don't get these blasted BSP's,....sometimes....



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