AI that can't get through a door. - by Lady Rowena
Lady Rowena on 20/9/2013 at 21:17
I built this set up maybe a month ago and everything worked just fine then. It involves a conversation and an objective, so it's very important for me.
When the conversation is triggered the AI has to exit from a locked room, go to the player and perform some actions
I have been working on new me-only area (far away from where the problem is) for about four days and when I finally finished I optimized and pathfind the whole mission I had this bad surprise. The AI can't pass through the door anymore.
The conversation is working, she unlocks the door, but she seems unable to pass through, as if there was an invisible obstacle.
If I slightly push her from behind, then she manages to pass and to perform the rest of the convesation.
I even run the ai_flow_watch, but nothing relevant appears in the monolog, as if everyghing is working as it should.
The strange thing is: if I re-portalize the whole level whithout optimizing and then I run the pathfind, everything works fine again.
Any advices, anything I can do?
MysteryMan on 20/9/2013 at 22:01
Quote Posted by Lady Rowena
I built this set up maybe a month ago and everything worked just fine then. It involves a conversation and an objective, so it's very important for me.
When the conversation is triggered the AI has to exit from a locked room, go to the player and perform some actions
I have been working on new me-only area (far away from where the problem is) for about four days and when I finally finished I optimized and pathfind the whole mission I had this bad surprise. The AI can't pass through the door anymore.
The conversation is working, she unlocks the door, but she seems unable to pass through, as if there was an invisible obstacle.
If I slightly push her from behind, then she manages to pass and to perform the rest of the convesation.
I even run the ai_flow_watch, but nothing relevant appears in the monolog, as if everyghing is working as it should.
The strange thing is: if I re-portalize the whole level whithout optimizing and then I run the pathfind, everything works fine again.
Any advices, anything I can do?
I ran into a similar situation, and had to add>M-DoesPatrol to the ai, then use the conversation to remove it, then she would find her path fine, other wise she wouldn't move for me without it. If you try this, be sure that DoesPatrol is not checked in the properties(AiAbility Settings) already, other wise M-DoesPatrol is not controlling it.
Lady Rowena on 20/9/2013 at 22:40
M-DoesPatrol didn't work. She still can't pass. :(
Turning AI Path link on didn't help, as I don't understand the meaning of all those lines. Anyway, the path she has to follow is very short and not complicated at all, just an L line. The problem seems to be the door....
Thanks for replaying. :) I still have to try the other suggestions.
R Soul on 20/9/2013 at 23:01
With the mission optimized, use show_all_edges to see if the cells in the area look complicated.
Xorak on 21/9/2013 at 00:48
Quote Posted by Lady Rowena
Anyway, the path she has to follow is very short and not complicated at all, just an L line. The problem seems to be the door....
Sometimes the simplest path can get messed up. Dromed doesn't know it's a short path and not complicated. Did you try removing the door and seeing if she still walks through without the door there?
Lady Rowena on 21/9/2013 at 13:09
@R Soul
I can't judge if it's too complicated. The first screen shows the room where she awaits for the conversation to begin. The 2nd is the room where she has to go, the player should be where I was when I took the pic. The door is the same in both pics.
The 3rd shows the two rooms in the editor. The 1st room is very narrow. All that mess on the right is the collapsed tower/building with water at the bottom. (this is the Haunted Cathedral)
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Getting rid of the door didn't help. I enlarged the doorway from 4 to 5 units, and it's working now. Well, not quite well, as she seems disoriented. Instead of walking directly toward me she makes a deviation toward the chair.
I don't know what to do. I wanted to keep the original architecture when possible, but I'm having very hard times with this one. It's incredibly sloppy, and it was built with the carving method, which gives me nightmares. I'm thinking about getting rid of the collapsed tower, in order to have more room for the AIs. Two of them must stay in that 7x14 little room waiting for conversations. Maybe it's really asking too much....
MysteryMan on 21/9/2013 at 14:43
As an experiment, before you alter your terrain, you could try to create another ai, use ai>attributes, vision null,and use M-NeverEfficient, to see if the ai have some sort of a corruption. You might try making the room"Active" also. I noticed LGS used this in some areas of the OMs.
intruder on 21/9/2013 at 16:15
Just for testing purpose: what happens if you remove the door?
If that should work, try to shift the door inside the doorframe (e.g. 0.1 DU towards the inner room). This has already helped me in a couple of situations.
Lady Rowena on 21/9/2013 at 19:54
It seems that the problen is solved!
I moved the little room slightly away from the collapsed tower, I even lengthened it from 14 to 20 ft, but that didn't help. Then I removed the door,run the pathfind, and strangely this time it worked, the AI hasn't any problem to pass through.
I put in another type of door, I run the pathfind for the umpteenth time, and it's still working. :thumb:
Thanks everyone for the hints! :)