Lady Rowena on 8/1/2015 at 16:24
I have one AI who should go on patrol after a conversation, but he refuses to do it. Actually, sometimes he does it, at random, but most of the times he does not.
I've just run the pathfind, and no errors. Finally I decided to run the command "ai_flow_watch ainumber" and it gives me this:
AI(1346) Error cannot pathfind:
Points:
(85.599655, -365.66043, -32.599411) -->
(74.639885, -365.98169, -32.717545)
Cells: [Self:10100] --> [Target:10450]
Zones (N): [Self:453] --> [Target:453]
Zones (N+L): [Self:277] --> [Target:277]
Zones (H): [Self:430] --> [Target:430]
Zones (H+L): [Self:196] --> [Target:196]
Target object: 2304
Ability 'Patrol ability'
[AI(1346) Watch: Flow] failed to complete action "'Locomote' action"
The mission is finished, no way that I can change the architecture. It's an interior embedded among other buildings.
Also, this is an important part of the mission, related to an objective.
What can I do? Please, help!
LarryG on 8/1/2015 at 16:27
Why not try sending the AI directly to the next patrol point by the conversation before starting it off to patrol.
Lady Rowena on 8/1/2015 at 17:03
So you think that the first patrol point is the obstacle? It must be there though, the AI must go back to that point/room, otherwise there is no difficulty for Garrett to do what he has to do there.
R Soul on 8/1/2015 at 17:19
Are there any objects in the way? Are all the TrolPts at the AI's waist height? Is there any complicated terrain in the area?
Yandros on 8/1/2015 at 17:46
Are you teleporting him in for the conversation from inside solid or a blueroom? If you just start him patrolling without playing the conversation first, does he do it reliably?
Lady Rowena on 8/1/2015 at 18:17
R Soul
Well, that's the remake of the Haunted Cathedral.....it was already weird and complicated by itself, plus I addedd a bunch of interiors and stuff....but I also deleted some...
I made an apartment up where once was the passage when you go for the Serpentile Torch. It is not complicated itself, but I made a nearby courtyard and other complicated terrain all around.
Anyway, no objects in the way and I yes, the TrolPts are at waist heigh.
Yandros
He is not teleported, he is already on the patrol point. He has to go through a locked door. (Fnord Lock) Since he can't open it himself, I even tried to add the ability settings Does Patrol to him from the beginning. No success. He walks against the door, but when it's unlocked he just stops there.
Maybe I can try to block the pathfind with big solid brushes where the AIs can't go and see if it helps. The layout of the mission is too complicated, with various level of heights, to divide it into active areas to pathfind.
R Soul on 8/1/2015 at 18:44
You can give him a key for the door, but leave the link data at the default value if you don't want the player to be able to see (and steal) it.
Yandros on 8/1/2015 at 21:59
Yes, I would give him a key like R Soul said, and then when you add M-DoesPatrol at the end of the conversation, he should start patrolling and go through it.
Lady Rowena on 9/1/2015 at 00:34
The door has a Fnord Lock because I don't want him (and the player) to unlock it before the conversation happens. Anyway, since i have an identical setting in the same level which works just fine, I didn't think that the lock was the problem.
After crazy attempts to limit the pathfinding (with no success), I found a simply solution: I just inserted a "wait" of 2 seconds in the conversation after unlocking the door, before sending him on patrol. Actually I did it in order to make him leave the door open, and unexpectedly tbe problem went away. At least I hope so. with dromed you never know...even after testing things to death, sometimes the problems show up after months...:sweat:
Thanks everyone for the interest. :)
john9818a on 9/1/2015 at 01:44
I always put a 50 ms delay in between certain entries in a conversation so that subsequent entries don't get ignored. :)