OBD talk:AKVA/0x24: Difference between revisions

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m (OBD talk:AKVA 0 moved to OBD talk:AKVA/0x24: public request)
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==level18==
==level18==
==level19==
==level19==
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THESE are some observations made with pathfinding grid. Some of them may be wrong, so please correct mistakes if you find any. I want to gather my observations here for others to see, because adjusting of some BNVs is IMO neccessary part of modding levels.
:'''RED tiles (impassable):'''
:* ignored when AI2 is in MELE mode (AI2 character will chase you into "red field", that is some larger area filled with red tiles, if it is close enough to you to be in MELE mode)
:* leave AI2 ability to fully run its MELE profile if you are close enough
:* block pathfinding completely (if you trap AI2 character somewhere in "red field" and you "teleport" away, it gets stuck and won't be able to chase you unless you come close enough to make it run some MELE move so it can move). This applies on both ''pathfinding'' (chasing enemy thanks to the flags) and ''vector-forced movement'' (so AI2 character can't dodge firing spreads if it is inside "red field")
:* if AI2 is not inside, then impassable tiles worka
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