Jump to content

XML:ONLV: Difference between revisions

277 bytes added ,  8 September 2013
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
m (env_show 0 0 does not work)
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)
Line 697: Line 697:
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? The vegetation isn't on the BNV so no red grids were created.
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.


Add simple geometries like ''_marker_impassable fences'' or danger quads near the BNV to fix the problem.


'''Disappearing AIs'''


'''Disappearing AIs'''
The ground is sometimes not solid. Then player and AIs will fall through it.


When AIs tend to disappear (fall through the ground) on GridIgnore-flagged geometries, use one of these two BSL commands to avoid this problem:
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
8,452

edits