jtr7 on 23/2/2009 at 20:46
Hmm, yes. Just have the doors open inward, and script the door to be slammed back shut with an AI bark.:sweat: :D
Beleg Cúthalion on 23/2/2009 at 22:08
Quote Posted by Springheel
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.
That's what I wanted to know. It's called nav mesh in T3Ed and I honestly didn't bother to check if that was a general term. So you can for instance spawn or delete them with scripts, say, according to whether a light is on or off etc.?
New Horizon on 23/2/2009 at 22:58
Quote Posted by Beleg Cúthalion
That's what I wanted to know. It's called nav mesh in T3Ed and I honestly didn't bother to check if that was a general term. So you can for instance spawn or delete them with scripts, say, according to whether a light is on or off etc.?
You can do pretty much anything with D3 scripting.
Judith on 28/2/2009 at 12:20
Quote Posted by Beleg Cúthalion
That's what I wanted to know. It's called nav mesh in T3Ed and I honestly didn't bother to check if that was a general term. So you can for instance spawn or delete them with scripts, say, according to whether a light is on or off etc.?
As far as i know, you can't. It's like you'd want to try to delete some vertices of a static mesh during the game. Navmesh is usually one big thing, even if it's split into parts, it counts as one. It acts as an invisible surface for bots' pathfinding. Not that I know how it works in D3 though ;)
Springheel on 28/2/2009 at 15:26
Quote:
As far as i know, you can't.
I asked some of our more knowledgeable team-members, just to be sure, and there is indeed an entity specifically for dynamically blocking AI, "Func_aas_obstacle." It can be triggered on and off by all kinds of things.
Judith on 28/2/2009 at 15:44
But that doesn't have anything to do with Navmesh, does it? Does D3 engine use navmesh anyway? I guess the thing you're talking about acts more like an AI blocking volume.
Esme on 28/2/2009 at 15:50
sorry to butt in
I believe the doom3 engine will be released as open source sometime, am I right in assuming it hasn't happened yet and if so does anyone have any idea of timescale ?
Springheel on 28/2/2009 at 16:06
Quote:
But that doesn't have anything to do with Navmesh, does it? Does D3 engine use navmesh anyway?
I'm not familiar with the term navmesh, as I said. D3 doesn't use that particular name. Based on Beleg's question I was assuming it was the same as monsterclip.
Moi Dix Mois on 28/2/2009 at 16:57
A while ago there was the update for the lightgem being affected by cloud cover. Would this also work with other weather? Could a flash of lightning outside a window momentarily illuminate a pitch black room and make the player visible for example?
I know this is probably pushing it, but does or can ambient noise - from machinery, a group of people talking, thunder or whatever - mask noise created by the player?
Even if it doesn't exist in the Dark Mod is such a thing feasible?
Springheel on 28/2/2009 at 17:08
Quote:
A while ago there was the update for the lightgem being affected by cloud cover. Would this also work with other weather? Could a flash of lightning outside a window momentarily illuminate a pitch black room and make the player visible for example?
Yes, the lightgem is affected by any light. In fact, we recently created a lightning and thunder effect for maps.
Quote:
I know this is probably pushing it, but does or can ambient noise - from machinery, a group of people talking, thunder or whatever - mask noise created by the player?
This is something we've intended to do for a while. It's definitely feasible, but it is one of those advanced features that we haven't had a chance to get to. We won't be able to work on those things now until after TDM 1.0 is released.