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Hi Geyser, | ==Pathfinding etc== | ||
: | :Hi Geyser, | ||
:Do you know where the data for the pathfinding grid is stored? | |||
:I am asking because I am fed up with AIs being permanently stucked in walls or doors, | |||
::because of missing red aka "STOP" pathfinding tiles. Thank you in advance | |||
::[[User:Loser|Loser]] 13:49, 27 December 2006 (CET) | |||
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:I've been looking for the grids for some time, without much success. | |||
:BNVs are almost certainly related to pathfinding, and maybe the BSP trees, too. | |||
:But I have no clear picture right now, and no time to investigate. | |||
:(BTW, when I have a clear picture of anything, I document it pretty soon ;) ) | |||
:See [[OBD:BINA/TMBD]] for texture-material assignments. You can make anything breakable by gunfire/combos now. | |||
:Also, it's pretty easy to fix the stupid curbs (sidewalks etc) so that you don't have to jump over them. | |||
:Or to reveal the hidden doors in the warehouse. But here we come to the pathfinding issue again. | |||
:Pierre has asked several unanswered questions on the forum, one of them about the blocking algorithm for AI. | |||
:Could you describe the effect of the blocking parameters known to you [[OBD:BINA/OBJC/MELE|HERE]]? Thank you. | |||
::(for my part, I've looked into a few TRAM-related things concerning melee: SABD, attack RAW-chunks...) | |||
:As for your semi-question [[OBD:BINA/OBJC/CMBT|HERE]]: | |||
::it seems that both *Run For Alarm* behavior and *Run To Alarm* If no gun events are bugged in the same way and are defunct. | |||
::Or there are missing labels "this is alarm console, you silly AI" in console files. | |||
::I don't know and I think we can live without that. | |||
::Or do you think about something else??? | |||
:I have absolutely no idea what you're talking about... | |||
:Don't assume I've been hacking the same things as you. | |||
::[[User:Geyser|geyser]] 17:42, 27 December 2006 (CET) |