Beleg Cúthalion on 14/5/2011 at 19:53
Due to the fact that I'm right now alternating between different unsatisfying ways of testing my mission I've encountered the rather unpleasant phenomenon that things which work in the T3Ed test mode (Send to xBox and joystick/debug mode... although right now I only have a Send to xBox mode without sound... :() do not necessarily work when the FM is zipped and installed.
I'm not even referring to the heavily scripted introduction sequence of my FM which is indeed prone to bugs, but simple things like NavMesh (suddenly AIs try to run against a railing in the middle of the bridge despite that the clean NavMesh tells them that there is no way at all) or spinning fans (work in T3Ed but won't move in the actual FM/game). Have you guys any experience in this regard or have you even found out what the original game does differently from the editor game mode? I know that keeping things simple is always better but there aren't many things to simplify with a NavMesh or a spinning fan. :erg: Any help appreciated. If this bastard passes the basic functionality tests now, it might get beta soon.
nomad of the pacific on 15/5/2011 at 06:55
Mostly, I've had problems with scripts that work in the editor but not in the game. Not much problem with NavMesh.
For your fan, you might try applying an impulse to make it start or just set it to Start Active.
Beleg Cúthalion on 17/5/2011 at 11:27
The fans/gears are set to "start active" and currently it seems they stop working only after changing maps, so maybe this can be fixed with scripts. The nav mesh thing hasn't appeared again yet but I wondered whether or not there can be found a system behind these dropouts.
Beleg Cúthalion on 29/6/2012 at 11:46
Seems like the navmesh issue isn't limited to a game/editor discrepancy. I have a problem of a doorway between two rooms (one a stairway, one the nave of a church) which causes AIs to stand in the middle and try to walk into the wall.
First I had navmesh subtraction volumes around the edges of the doorframe since it sticks out a bit but it didn't really help (or made things even worse sometimes). I've turned the door around because earlier it opened to the nave side and blocked the way when the AIs were opening it from the side rather than standing in front of it. But although it fixed the blocking issue, they still seem to ignore the rather clean navmesh. For the following screenshots I enabled both navmesh nodes and links in the console. The original door was moved to the side (hence the chaotic lines on the left) to see if it was about the door or just the navmesh. Apparently the latter.
(
http://s1.directupload.net/file/d/2936/5rvqtabj_jpg.htm)
Inline Image:
http://s1.directupload.net/images/120629/temp/5rvqtabj.jpg (
http://s1.directupload.net/file/d/2936/ynrot9zy_jpg.htm)
Inline Image:
http://s1.directupload.net/images/120629/temp/ynrot9zy.jpg(your view is from the staircase, looking through the door into the nave)
The problem occurs both with the Hammerite guard who comes down from the first floor as with the priest who approaches the door from the nave. The nave is of course full of columns and pews but navigation around them seems to work. The door can be approached from three sides (the alley next to the wall where the door is in and by a 90 degree way through the pews). When I turned the door around to avoid blocking one of these ways on the nave side when it opened, the first thing the priest did was to go into the staircase and suddenly turn around and "hide" behind the opened door. It seems like there is a magnet behind the doorframe.
Did anyone else experience problems like this where e.g. aligning a navmesh subtraction volume with the brushes resulted in strange AI behaviour? Placing those things around the doorway in several ways didn't help it. Could it be that 16UU is too small for a wall/door?
Edit: Fixed it by moving the door close to the walls of the staircase. The AIs probably wanted to walk against the wall shortly after opening the door, but strictly speaking this doesn't make sense either if the approximated pathways shown in the patrol view are any good.