XML talk:ONLV: Difference between revisions
(Height limit to pathfinding on uneven ground) |
Paradox-01 (talk | contribs) (thx) |
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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that it will work as long as the top of the ground is 20 world units or less above the BNV, any higher and the grid is no longer active and the AI will not move.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that it will work as long as the top of the ground is 20 world units or less above the BNV, any higher and the grid is no longer active and the AI will not move.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) | |||
Revision as of 18:33, 21 August 2013
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that it will work as long as the top of the ground is 20 world units or less above the BNV, any higher and the grid is no longer active and the AI will not move.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)
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).