Beltzer on 26/8/2013 at 20:27
I have a real problem. I've got it in earlier fms too. The problem is that ais refuses to go to some places.
I had this problem in my previous fm too and could never fix the problem, i just removed the patrol
setting then. Now its time again, i have two guards, they stands still, but when they gets alerted and
start chasing me they stops on a certain place and just waving their arms at me. I ran passes them
and then back again about ten times and then one of them manage to run through the "obstacle".
So my question is, if you guys run in to this problem, what do you do?
I have tried a couple of things, resized the air brushes, i also tried to delete them and made a new one.
The two guards are behind a fence with a gate. When i deleted one they ran through there and close
to the wall and got through.
Have i understood it correct now? Could it be bad cells or something? I don't know a thing about cells
and what they do :confused: I tried to select ai path cells, ai path links and a couple of more but i cant
understand a thing of it. This things really ruin my fms, i have to change a lot of stuff because of it.
How do i fix this things? I REALLY want to learn more about these things. I have searched and searched
many times but cant get a grip of it. I'm not finding what i looking for. No guides about cells either.
OK, i hope you understand what i means :p I'm not so good at illustrate my problems in English,
sorry for that.
I say thanks in advance, and hope i could learn how to fix these problems.
EmperorSteele on 26/8/2013 at 20:58
I assume you've updated the AI pathfinding database?
Beltzer on 26/8/2013 at 21:07
if you mean compute pathfinding database, so yes. I tried full processing too.
FireMage on 26/8/2013 at 21:17
I accuse the fence! And maybe some objects else.
You must check Utility>Path Avoid
Make sure that blockpathfinding and repel are not selected.
Then Compute the Pathfinding.
If that never fix the stuff, I have an emergency plan that worked sometimes: Put a Solid Brush and make sure it top will be aligned to the bottom of the airbrush.
Optimize then Compute Pathfinding. That works sometimes as I said, so, you're not sure to defeat your problem.
But I have some problem to see the scene, could you submit a screenshot showing us where the guard are in frustration mod, maybe we will notice someting wrong...
Beltzer on 26/8/2013 at 21:34
Yes. I had read about fences earlier and tried that just after my last post. Nice to know what caused it :D
I noticed that the line shows only if i mark an object if i have selected ai path links. Am i supposed to
figure out whats wrong just randomly click objects and look at those colored lines?
Xorak on 26/8/2013 at 21:38
Whenever an AI suddenly stops patrolling for me, I use AI Path Links. When you turn it on, click on the AI or a nearby object (or you also might have to move around a bit in Dromed), until you see all the green lines. If there's a break in the green line at the area where the AI doesn't want to go, that's proof there is a problem with the cells. If there's a solid green line, it's some other problem, i.e missized object, or room brushes, or whatever.
But if the green line is broken, the way I always fix it is to add a little piece of projecting wall. This causes the cells to be readjusted. The green line should fix itself once you do pathfinding again. Sometimes the problem gets pretty bad, that you have to add little projections to the walls every 10 feet or something, but doing that adds to the look of the design, so it's a win-win.
Beltzer on 26/8/2013 at 22:24
I added a solid brush underground and that worked, what to say? Thanks FireMage. I don't understand why, but i'm glad it worked.
Xorak: what do you mean with "add a little piece of projecting wall"? Could you describe that, maybe an example, i'm not sure what
you mean. And the " If there's a solid green line", not sure about that either :p
Thanks for the info, give me more :cheeky: All the tips are valuable.
Xorak on 26/8/2013 at 23:07
Here's an example from one place in my mission where I was having trouble
Inline Image:
http://imageshack.com/a/img28/2592/14wq.jpgThe projections are 1x1 solid brushes, I colored them white to better show you. Of course, you can do bigger brushes if you want. The idea is just to change the architecture a bit and force Dromed to recalculate the cells of that area.
The part in the red circle is where the solid green line would break for no reason, when it obviously should continue. It would stop at the top end of the red circle and then start again at the bottom (like how you see it stopping when it hits the wood-textured brushes). When it stops and starts though in the middle of a hallway, you know there's a problem. Keep in mind, objects that block pathfinding will also affect the green lines.
intruder on 27/8/2013 at 08:18
It is also a good idea to keep an eye on the complexity of the path cells. Use the command "show_cell" and inspect the area that is causing problems. You might find many tiny or odd-shaped path cells that could be the culprit. Force DromEd to recreate the path cells using "blockable" brushes. They will add new cells, but reduce the complexity of the cells in a certain area.
Beltzer on 27/8/2013 at 08:53
Xorak: Thanks for the good explanation. Its more clear now.
Thank you too intruder. Just a question, with "blockable" brushes, do you mean like the ones Xorak explained
with a picture? I'm gonna look at the command "show_cell".