john9818a on 21/4/2019 at 02:04
Lately I have been getting broken pathfinding at various sets of double doors so I thought I would experiment and find a reasonable solution. I tried several ideas, but I think I found the best solution by using a single marker. I remember in the past dromed would automatically add a marker in between the double doors but it doesn't seem to do that anymore. A single marker with Block Pathfinding works sometimes but isn't reliable. I found that if I resize the marker to be the same height and depth of my doorway then it blocks the area sufficiently to generate a cleaner pathfinding.
Inline Image:
https://i.imgur.com/08eyPmF.jpgThis is one of my doorways with broken pathfinding just outside the door and very complicated pathfinding at the door.
Inline Image:
https://i.imgur.com/VTiOxov.jpgThis is with the marker placed in the center. Note that the doors have to be side by side and not overlapping, and the marker has to be right in between the two doors for the pathfinding to be be clean on both sides.
Since I have started this method the AIs do not have any problem going through the double doors nor do they twist and turn at the door while trying to get through.
Sorry about the bad jpgs but irfanview is generating bad images after screen capture.
gamophyte on 21/4/2019 at 18:56
Thank you this is very helpful!
nicked on 23/4/2019 at 12:13
This might be an embarrassing question for someone with 10+ released missions, but what's the command for displaying pathfinding?
john9818a on 24/4/2019 at 16:46
It's ok. I still have to research some things that I haven't used in a while. :p
In Dromed click on View and then select AI Path Links.
Yandros on 24/4/2019 at 18:35
Drawing links is also very useful for AIPatrol links, as it shows you patrol routes.
ZylonBane on 24/4/2019 at 23:49
Uh, how is DromEd generating path links through a marker that blocks pathfinding?
john9818a on 25/4/2019 at 08:18
Its doesn't. The marker blocks the midpoint between the two doors where a lot of links are crisscrossing and making the AI confused while in the doorway. Usually the AI are able to locomote past the midpoint without issue, but I have seen them twist and turn in the doorway while they are trying to traverse the complicated path. In the second snapshot you can see the pathfinding is a lot cleaner through each door.
R Soul on 25/4/2019 at 17:50
The engine automatically creates a path blocking marker between double doors when they open, but it may rely on the link we usually add between them. There are nevertheless moments when the AI has trouble, so maybe this method will be better.
john9818a on 25/4/2019 at 19:12
Initially I tried using a default size marker but the pathfinding was blocked only in an area equal to the size of the marker. I believe that might be happening with the marker that is created when opening double doors.
ZylonBane on 25/4/2019 at 22:57
Quote Posted by john9818a
In the second snapshot you can see the pathfinding is a lot cleaner through each door.
Barely, because you left ALL THE LAYERS turned on for that screenshot.
Interestingly, the first screenshot resembles the pathfinding for pretty much every door in SS2, because SS2 doors almost always have a door niche and door track texture, which blows up the cell count in doorways compared to Thief, where 90% of the doorways are just an air brush punched through a wall.