Jump to content

XML talk:ONLV: Difference between revisions

Reply -- after all, this GridIgnore thing doesn't turn out be as cool as thought ~sigh~
(Question on height)
(Reply -- after all, this GridIgnore thing doesn't turn out be as cool as thought ~sigh~)
Line 1: Line 1:
===Pathfinding with GridIgnore flagged objects===
Regarding Pathfinding on uneven ground, my testing shows that it will work as long as the top of the ground is 20 world units or less above the BNV, any higher and the grid is no longer active and the AI will not move.  [[User:EdT|EdT]] ([[User talk:EdT|talk]]) 18:08, 21 August 2013 (CEST)
Regarding Pathfinding on uneven ground, my testing shows that it will work as long as the top of the ground is 20 world units or less above the BNV, any higher and the grid is no longer active and the AI will not move.  [[User:EdT|EdT]] ([[User talk:EdT|talk]]) 18:08, 21 August 2013 (CEST)
: Ok thanks, I will check this tomorrow so we are sure it's the same on pc/mac. --[[User:Paradox-01|paradox-01]] ([[User talk:Paradox-01|talk]]) 20:33, 21 August 2013 (CEST)
: Ok thanks, I will check this tomorrow so we are sure it's the same on pc/mac. --[[User:Paradox-01|paradox-01]] ([[User talk:Paradox-01|talk]]) 20:33, 21 August 2013 (CEST)
:: Just curious, how did you get the number 17,9?  I placed the BNV at 0 and until 19 world units, the pathfinding grids were visible using ai2_showgrids=1, but at a height of 20, the grids disappeared and the AI was no longer active. [[User:EdT|EdT]] ([[User talk:EdT|talk]]) 01:00, 23 August 2013 (CEST)
:: Just curious, how did you get the number 17,9?  I placed the BNV at 0 and until 19 world units, the pathfinding grids were visible using ai2_showgrids=1, but at a height of 20, the grids disappeared and the AI was no longer active. [[User:EdT|EdT]] ([[User talk:EdT|talk]]) 01:00, 23 August 2013 (CEST)
::: Like seen in the first vid I kept the BNV at all times at height 0. Only the top of the GridIgnore pyramid-thingy changes in height. I tested its top with 19,1; 19; 18,9; 18. See time code 03:17 - 03:22. AI still loses PF at height 18, so I decided to do the next height to be 16. PF works there again. The video ends there but I made more test until I reached 17,9 where AI seems to not randomly lose PF. -- At all times I didn't observed the grids, the AIs behavior was more important to me. [https://dl.dropboxusercontent.com/u/139715/OniGalore/BNV_test.zip Test files.]
::: After [http://youtu.be/vfKPzP5hiCo more tests] today, not only jumps can break PF at 17,9 - also rolls, cartwheels and running kicks do. There are probably more anims. Do those issues somehow have to do with the foot/pelvis height? I don't know what's going on anymore. ^_^' --[[User:Paradox-01|paradox-01]] ([[User talk:Paradox-01|talk]]) 10:13, 23 August 2013 (CEST)




===Objects that are too low to pass them by sliding/crawling/sneaking===
atm sliding under low objects don't seem to work  
atm sliding under low objects don't seem to work  
:[[User:EdT|EdT]] ([[User talk:EdT|talk]]) The reason for this are the collision spheres, even though you slide, the collision spheres remain vertical.
:[[User:EdT|EdT]] ([[User talk:EdT|talk]]) The reason for this are the collision spheres, even though you slide, the collision spheres remain vertical.
8,201

edits