ZylonBane on 23/10/2015 at 02:24
Why aren't you people just adding AI/Utility/Pathable Object: True to whatever objects pleases you?
john9818a on 23/10/2015 at 03:20
I have tried it in other areas but it wasn't reliable.
ZylonBane on 23/10/2015 at 03:37
Define not reliable. Are you saying it sometimes refuses to build path links across the desired objects? It does build them but AIs refuse to follow them? AIs sometimes follow them, sometimes not?
john9818a on 23/10/2015 at 08:08
Paths are made across the object but there is a break in the line so the AI won't pathfind past the object. The problem isn't with those other objects but with the glass window. AI will pathfind across it just fine, but sometimes they think that I am standing on the terrain below and run down stairs to get me there.
PinkDot on 23/10/2015 at 10:08
A wild guess - is your glass platform in the same Room as your ground below it? If that's the case, try splitting the Room into two Rooms (two roombrushes), so AI can locate you better.
PinkDot on 24/10/2015 at 13:27
OK, so I bet your roombrushing is detailed enough.
Possibly player's position is getting projected down to the nearest terrain polygon somehow. I'm not sure, but maybe the fact that there was a solid floor while computing pathfinding database (as per your first post) makes a difference. Possibly dark engine disntinguishes between path cells created on the terrain from the path cells created on top of the objects. Maybe that trick (deleting solid brush after calculating AI path database) is not that good after all....?
john9818a on 25/10/2015 at 04:35
I think you are correct PinkDot. I have noticed that when I Me-Only an area brush and optimize, AI won't try to pathfind to me if I am at a place they could normally access, but they will try to pathfind to a flee point. :laff: This is something I can live with though. I checked out Calendra's Legacy... in the museum where there is a glass floor the same problem occurs.