XML talk:ONLV: Difference between revisions
Paradox-01 (talk | contribs) (uhh okay ... high ghosts do help) |
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::: I had another look on the original pathfinding and noticed that ghosts aren't equally high... My test level didn't used ghosts at all, just one BNV, so OniSplit probably added some default values. (Maybe this also explains our different test results.) -- After splitting the BNV and [https://dl.dropboxusercontent.com/u/139715/OniGalore/BNV_test_2.zip adding high ghosts] the Strike was able to run on a plain that was 42 above the BNV. More testing could be done to determine the max height (if there's any). --[[User:Paradox-01|paradox-01]] ([[User talk:Paradox-01|talk]]) 15:43, 23 August 2013 (CEST) | ::: I had another look on the original pathfinding and noticed that ghosts aren't equally high... My test level didn't used ghosts at all, just one BNV, so OniSplit probably added some default values. (Maybe this also explains our different test results.) -- After splitting the BNV and [https://dl.dropboxusercontent.com/u/139715/OniGalore/BNV_test_2.zip adding high ghosts] the Strike was able to run on a plain that was 42 above the BNV. More testing could be done to determine the max height (if there's any). --[[User:Paradox-01|paradox-01]] ([[User talk:Paradox-01|talk]]) 15:43, 23 August 2013 (CEST) | ||
:::: The tall ghosts work! Here is video from my old Outside level with updated bnvs and ghosts: http://www.youtube.com/watch?v=Yj3ptZnZtx0 [[User:EdT|EdT]] ([[User talk:EdT|talk]]) | |||
===Objects that are too low to pass them by sliding/crawling/sneaking=== | ===Objects that are too low to pass them by sliding/crawling/sneaking=== |
Revision as of 02:01, 24 August 2013
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that it will work as long as the top of the ground is 20 world units or less above the BNV, any higher and the grid is no longer active and the AI will not move. 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. --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the pathfinding grids were visible using ai2_showgrids=1, but at a height of 20, the grids disappeared and the AI was no longer active. 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. Test files.
- After 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. ^_^' --paradox-01 (talk) 10:13, 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. EdT (talk) 01:00, 23 August 2013 (CEST)
- I had another look on the original pathfinding and noticed that ghosts aren't equally high... My test level didn't used ghosts at all, just one BNV, so OniSplit probably added some default values. (Maybe this also explains our different test results.) -- After splitting the BNV and adding high ghosts the Strike was able to run on a plain that was 42 above the BNV. More testing could be done to determine the max height (if there's any). --paradox-01 (talk) 15:43, 23 August 2013 (CEST)
- The tall ghosts work! Here is video from my old Outside level with updated bnvs and ghosts: http://www.youtube.com/watch?v=Yj3ptZnZtx0 EdT (talk)
Objects that are too low to pass them by sliding/crawling/sneaking
atm sliding under low objects don't seem to work
- EdT (talk) The reason for this are the collision spheres, even though you slide, the collision spheres remain vertical.
Okay, thanks for the warning.
I remembered some old screenies and assumed it would be possible. Don't know where those were posted. Probably those object don't have collision at all. :(
- paradox-01 (talk) 23:19, 27 February 2013 (CET)
Those hoops are ONWC weapons. Screens were created by Geyser shortly after the "chair video" discovery, that weapons can be kicked around by A.I. characters (and they even emit sound as they are dragged around) and thus it could be possible to simulate movable obstacles as unpickable weapons.
The idea sort of failed because:
- weapons fade over time (can be worked around by setting BSL variable wp_disable_fade=1)
- there is a limit of 128 weapons and also no way how to work separately with a single weapon via BSL (no way to reposition it, no way to delete just the single weapon), so in case wp_disable_fade=1 the amount of BSL control over this feature is practically zero.
- and the most prominent, for some reason player character is excluded from the weapon-character collision. BSL command wp_kickable unfortunately also works only for A.I. characters.
Still, with the daodan.dll now being used to patch executable, this idea could come to life again again, if certain tweaks are done (player included in weapon-character collision, addition of BSL commands to work with weapons).