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Paradox-01 (talk | contribs) m (env_show 0 0 does not work) |
Paradox-01 (talk | contribs) m (late thesis to EdT's observation: if all polys of uneven ground are "high enough" above the BNV you don't need GridIgnore since all polys are ignored just like a celling of a room) |
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Let's say you have a BNV, tall ghosts, and a GridIgnore-flagged hill with trees and brushes and stuff. | Let's say you have a BNV, tall ghosts, and a GridIgnore-flagged hill with trees and brushes and stuff. | ||
Why do AI run against the trees? | Why do AI run against the trees? | ||
: '''Cause:''' Normally, objects will produce red pathfinding grids. But after a certain height (in relation to BNV) they are ignored just like objects with the IgnoreGrid flag. | |||
: '''Solution:''' Add simple geometries like ''_marker_impassable fences'' or danger quads near the BNV. | |||
'''Disappearing AIs''' | |||
The ground is sometimes not solid. Then player and AIs will fall through it. | |||
There's another case of disappearing AIs and it happens even if the ground is solid: on GridIgnore-flagged uneven ground AIs can fall through when they become out of view. Use one of these two BSL commands to avoid this problem: | |||
: chr_lock_active ''AI_name'' | : chr_lock_active ''AI_name'' | ||
: chr_all_active = 1 | : chr_all_active = 1 |
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