Please ask your basic (newbie) questions in here. - by scumble
Ziemanskye on 17/7/2007 at 17:20
Not going down stairs is a bit difficult to just spot-check the problem for, however, some things to consider:
They have to be the right size - 16 deep by 8 high works fine; higher or shallower can cause problems (especially if the NPC is running) - and they also have to be fully inline... Okay, er, they don't have to be straight, but if there's any gaps in the model then the steps have to be in the right place so that if you were to squish the whole thing vertically, it'd be a smooth unbroken surface: no rounding errors or little misplacements on the corners.
AND it's important to note that not all the staticmeshes from the OMs obey these rules: I've had trouble with the curved stair smeshes before, and some of the less generic designs are too steep for the NPCs to get around on properly.
Also, you might need some more points on the path: at the top of the stairs (just above the last step), and at the bottom (just *before* the first) tends to help. And of course you need to connect the paths together properly: you ought to get a thin cyan line between the points when you select one and they're linked right - if you don't get the line, there's something wrong.
Beyond that, it's often a good idea to rebuild the navmesh when these things aren't going quite right (button with the connected dots, near the Build All button at the top: I think it's called Build Paths, but as far as I remember it does the trick).
Also, if it's a simple straight bit of stairs with a brush underneath it, you can just use the ramp for navigation (some of the smeshes may even assume you are, so you might need to manually tell them to Add to the NavMesh or otherwise the NPCs don't think they can walk on them!). There's properties you can add to the smeshes to do it by instance, though I forget what they're called, or you can twiddle it in the StaticMesh Browser - Subtract for things you don't want to walk *through*, Add for things you want to be able to walk *on* (so, frequently both for stairs, so only the surface on top is navigable). If you set Subtract Whole Mesh From Navmesh, then even the bits not touching the floor will be cut out too, which is useful with more complex shapes (and stairs, if you don't want NPCs to be able to walk underneath them).
Hopefully some of that will help :thumb:
nomad of the pacific on 17/7/2007 at 20:03
Another tip about nav mesh. If there is empty space under your stairs, that can screw up the path, too. Add a Nav Mesh Subtraction Volume under the stairs where it's too low for an AI to walk. This will help repair the path going up the stairs.
Tazonne on 18/7/2007 at 09:14
Success! Problem solved!! :cheeky:
I simply told thief3 launcher to use the gamesys that is located in t3 original directory. And it works. Finally, I can add some ai.
Still, it is weird... Why didn't it want to work after I reinstalled the editor? At that moment, the editor's gamesys and t3's gamesys should have been the same, right?
Edit: how can you remove the weapon from an ai?
imperialreign on 20/7/2007 at 01:22
you can use the weapon-loadout properties table; r-click the AI and select weapon loadout
Phantom0914 on 22/7/2007 at 03:52
Is there anyway to turn off AI-Aware?
Ziemanskye on 22/7/2007 at 08:08
If you mean for exploring a level without being detected, yes: it's in the debug menu (press the backspace key in the game).
I think it's under Cheats>AI awareness> Make AI blind and deaf.
It will leave each NPC with a little white message "AI unaware" or something, that you can see through everything on the level, which can be annoying if there's a lot of NPCs moving around, but they'll not see you or hear you.
Phantom0914 on 22/7/2007 at 08:32
Another one: How do you make autoplay load your map every time you press it?.
because I have to press the joystick like a lot times before it loads my map...
Ziemanskye on 22/7/2007 at 10:32
When it's setup right (which I'm guessing it is, because the Autoplay is working at all), it does work the first time you press it. For me anyway, but:
It is *very* slow though, so it takes a while to make that apparent (on my system at least), so you shouldn't have to press it again, just be rather more patient than you'd normally have to expect. Sadly, it's a very real facet of this that pressing the button and going to put the kettle on is a real indication of the pause sometimes neeeded, but it should actually be working first press.
Phantom0914 on 22/7/2007 at 16:05
I found out how..(everything has to be minimized.)
jrt on 25/7/2007 at 00:48
I have a hidden wall, how do I get it to move with a hidden switch.
Also on this hidden wall, when I go to save it, it says I have an unpublished texture assigned to it when I changed it to match the rest
of the walls. How do I fix this.