john9818a on 28/5/2019 at 13:14
In my mission I have a balcony where a guard patrols back and forth, but when I climb up to the balcony the guard acts as if I am unreachable. Also guards that pursue me on the ground think that I am still at ground level and run around in the area underneath the balcony. Anyone have any ideas on how to fix this problem?
I'll post some pictures of the pathfinding links later.
PinkDot on 30/5/2019 at 10:24
One thing that comes to my mind is that you might have one large room brush encompassing both levels and AI thinks you're in the same 'room', no matter what physical height you're on. If that's the case, split your Room brush into two - one for ground level and one for the balcony level.
Unna Oertdottir on 30/5/2019 at 11:40
I depends on the way the balcony (floor) was made
-Object
-Solid
-Air
Air can be rather troublesome. A solid on the air brush which carved out the balcony can help.
As for pathfinding issues, blockable brushes under and above the balcony can help, too. Use an additional helper object and the command ai_draw_links to check how pathfinding will change.
ZylonBane on 30/5/2019 at 22:10
Quote Posted by Unna Oertdottir
Air can be rather troublesome.
Air brushes do not exist after portalization. No brushes exist. All that's left after portalization is the worldrep. The worldrep does not care what combination of brushes was used to create it.
john9818a on 31/5/2019 at 02:04
Inline Image:
https://i.imgur.com/RQq1YOO.jpgI tried using two room brushes and got the same result. This is the pathfinding of the second floor balcony.
I even tried making two room brushes that didn't intersect as if they were in a building, but still the guards on the ground floor follow me. If I enter the balcony where the camera is and then run around the corner, the guard will stop and threaten me.
I also tried making the balcony floor thicker (1 unit vs 2) and reran pathfiding, but this didn't make any difference. The floor is solid but it shouldn't matter as ZB stated.