Springheel on 19/2/2009 at 21:14
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That can help make a mission which is easy enough to ghost and challenging enough to fight through.
Yes, that's true. You can think of it as a way of rewarding players for being stealthy. I like it for the immersion benefits as well--you don't have to worry about an AI casually sitting down in a chair and warming his hands by the fire two minutes after chasing an intruder (just set that pathnode to "non-alert only").
jtr7 on 20/2/2009 at 00:47
Sometimes you TDM guys bring a tear to my eye. Thank you.
Moi Dix Mois on 23/2/2009 at 01:23
How well do the npcs in TDM deal with obstructions in the levels?
As I recall in Thief you can stop a guard in his tracks by dumping a crate in a doorway. Will TDM npcs move or interact with crates, barrels, pallets, etc?
Springheel on 23/2/2009 at 03:37
AI will push movable objects (anything the player could move) out of the way without much trouble, though the physics engine breaks down when you start dealing with multiple objects. If it's a static, non-movable object, then the mapper has to remember to put a monster-clip brush around it, or the AI will not factor it into pathfinding and try to walk through it endlessly.
Beleg Cúthalion on 23/2/2009 at 08:32
Are you planning to have some sort of dynamic navigation mesh allowing to add or subtract areas with script etc.?
Springheel on 23/2/2009 at 18:14
Hmm, not quite sure what you mean by 'navigation mesh'.
If you're talking about dynamically spawning or deleting the monsterclip brushes that keep AI from going into certain areas, then yes, that's possible.
qolelis on 23/2/2009 at 19:17
Is the sitting-animation "hard-coded" to a specific sitting height or will an AI be able to sit down on anything? For example the ground, other surfaces at different heights or even just leaning against something?
Another thing I was thinking about while watching the video, was the sliding rotation when the AI turned away from the chair before he sat down. Will you provide a more natural looking animation for that or is it too much of a bother to be worth it?
Anyway, the sitting-animation does look great and will probably be more than sufficient for most situations!
Springheel on 23/2/2009 at 19:38
Yes, the sitting behaviour is a specific animation, so the height is hard-coded. Theoretically you could make a 'sitting on ground' animation and behaviour as well, but we haven't really talked about it.
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Another thing I was thinking about while watching the video, was the sliding rotation when the AI turned away from the chair before he sat down. Will you provide a more natural looking animation for that or is it too much of a bother to be worth it?
You mean the way they spin on the spot when turning? Yeah, that's a bit annoying and we've talked about replacing that with turning animations, but that's going to be something we'll look at after we release the mod.
jtr7 on 23/2/2009 at 19:43
The Crippled Burrick may finally have patrons! Dining areas may finally have off-duty guards grabbing a bite at the end of their shift! Libraries may have people sitting and reading or studying! A rowboat may have a fisherman! Vehicles may have drivers and passengers!
R Soul on 23/2/2009 at 20:11
And toilets may be occupied!
:eww: