Mandrake on 30/3/2005 at 20:05
Quote Posted by 2003MINI
How does one implement the affect of the oil flasks from T3? Does this require a dynamic changing of the patrol path based upon where the oil flask was thrown?
I doubt it. Why would they need a patrol path for that ? Patrol paths are just somewhere for AI's to walk along when they have nothing better to do. As soon as they are alerted to the player or another hostile AI, they will completely leave the patrol paths and travel anywhere necessary, limited only by their ability to navigate the navmesh.
After killing the offending player or hostile AI they then return to the previous patrol point they were at (not the nearest one) and continue their patrol.
Besides, you can use oil flasks on guards that don't have patrol points.
Not sure what you mean by how do you "implement" the effect of oil flasks ??? By using an oil flask perhaps ? :p Or do you mean from a script ?
Krypt on 30/3/2005 at 21:25
Quote Posted by 2003MINI
How does one implement the affect of the oil flasks from T3? Does this require a dynamic changing of the patrol path based upon where the oil flask was thrown?
I'm not sure exactly how the oil flasks were implemented, but I do know that it was a specific custom behavior created by an AI programmer. I think it's hardcoded so when an AI steps on the oil puddle actor it plays the slipping animation and pushes them slowly across the floor and potentially over edges. It doesn't have anything to do with patrol paths.
nomad of the pacific on 30/3/2005 at 23:41
It's not hard to simulate the effect if you just want to make it happen in you level as a scripted event. I created a script to cause an AI to slip and fall occasionally when it walked through a puddle of water. :cheeky: Is this the kind of thing you're trying to do? (I got everything to work except for the 'sliding through the room' part. :grr: Haven't really worked on that, yet.)
2003MINI on 31/3/2005 at 00:46
Oh, right, sorry. Should have clarified. By oil flask implementation I meant the part about throwing it at a guard and having them slide off the dock or stairs or through the room. I wasn't sure if the oil flask actually modified the path that the guard travelled along, or if it changed the physics of the floor, or what.
Mandrake on 31/3/2005 at 00:50
Quote Posted by nomad of the pacific
It's not hard to
simulate the effect if you just want to make it happen in you level as a scripted event. I created a script to cause an AI to slip and fall occasionally when it walked through a puddle of water. :cheeky: Is this the kind of thing you're trying to do? (I got everything to work except for the 'sliding through the room' part. :grr: Haven't really worked on that, yet.)
Could you just spawn an oil puddle actor which is invisible (using rendering options) directly under the AI when you want them to slip ?
ascottk on 31/3/2005 at 01:16
I'd like to know if we can make Garrett slip on oil.
massimilianogoi on 24/6/2009 at 23:08
Today I was working on the docks map, to see if it was possible having navigable paths on the ship both for the AI and Garrett. For the last one, there was no problem, but the guard set on the ship didn't any move. So I dissected the map, till the elementar part: the box under the ocean water, I set two guards there and Garrett, and when the Thief passed through them, they didn't follow him, but did some strange path, and often blocking themselves.
The map is here: (
http://rapidshare.com/files/248299499/testdocks.unr.html) http://rapidshare.com/files/248299499/testdocks.unr.html.
Someone would be able to tell me what is happening?? :confused:
Beleg Cúthalion on 25/6/2009 at 07:28
The bottom surface has a don't-add-to-Navmesh property. You do this to keep the navmesh small and tidy. I do this for all surfaces which cannot be reached or even seen. If you want them to walk on the Abysmal Gale you better use navmesh subtraction volumes which ADD to navmesh.
Edit: Like here:
Inline Image:
http://s10.directupload.net/images/090625/w3rk7dcu.jpg
massimilianogoi on 25/6/2009 at 08:18
Oh DEVIL!! :mad: It's been three years.. THREE YEARS that I program with this thing and I've never discoveded!!
That's why my compiling didn't take end, for how many they were long... :mad:
Anyway, you have forgot to tell that it's here:
Inline Image:
http://i44.tinypic.com/flyi35.jpg--------------------------------
UPDATE
Nothing, these two apes continues to have strange behaviours, even unchecking those values...
(
http://i43.tinypic.com/21cbew1.jpg) http://i43.tinypic.com/21cbew1.jpg
Beleg Cúthalion on 25/6/2009 at 12:06
Well, there is only one surface property window, so it's not like I forgot to say where to find it. :p You need to re-build (at least the ION section of the process) before it works. Everything else is not navmesh business.