XML:ONLV: Difference between revisions

114 bytes added ,  8 September 2013
m
yep no more red grids at 20 world units
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 (yep no more red grids at 20 world units)
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* under optimal circumstances pathfinding works on a plane that is +4 world units above or -0,5 beneath the pathfinding grid
* under optimal circumstances pathfinding works on a plane that is +4 world units above or -0,5 beneath the pathfinding grid
* normally characters can't pass low verticals like at staircases/curbs if those don't have a ramp, near ground level Y=0 is an exception where characters are allowed to step on a plane that is 4 world units above pathfinding grid; higher planes need a ramp
* normally characters can't pass low verticals like at staircases/curbs if those don't have a ramp, near ground level Y=0 is an exception where characters are allowed to step on a plane that is 4 world units above pathfinding grid; higher planes need a ramp
* max degree of ramp you can go on is 70°; bigger degrees make characters fall through to death
* max degree of ramp you can go on is 70°; bigger degrees make characters fall through to death (in those cases you might want to add invisible walls/boxes)




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Why do AI run against the trees?
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.
: '''Cause:''' There are no red/orange grids that limits the AI movement. Normally, objects will produce red pathfinding grids. But objects that are 20 world units above the BNV are ignored just like objects with the IgnoreGrid flag.
: '''Solution:''' Add simple geometries like ''_marker_impassable fences'' or danger quads near the BNV.
: '''Solution:''' Add simple geometries like ''_marker_impassable fences'' or danger quads near the BNV.


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


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:
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 get 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
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