Daraan on 3/5/2016 at 08:24
Well teleporting the AI is is not the problem but I'm still facing two problems
1) Normal Patroling.
Removing and Adding M-DOesPatrol. Seems fine but after a full circle (Start->Portal A -> Portal B->Portal A) the AI stops after the 3rd TP:confused:
2) Following the player
So until know when the AI is alerted it follows the player right until the portal and then just stands there. How can I force the AI to follow?
Niborius on 3/5/2016 at 11:54
About 1: I was confused about this once as well but if I remember correctly you don't need to set a return path for the AI, so you can leave the To: for Portal B empty. But I'm not 100% sure as I haven't set an AI path in a long while.
Yandros on 3/5/2016 at 12:47
1. Is your last TerrPt linked back to the first TerrPt? They need to form a closed circuit.
2. We need a bit more details about the setup and what the portal is that you describe.
Daraan on 3/5/2016 at 14:09
Well setup is quite easy for testing. AI starts at first TrolP -> Linked to a TrollP behind Portal A. Basically a Bounds Trigger that moves it upwards.
There starts the second Route to Portal B. a few steps to the right and teleport downwards again.
The MetaProperty M-DoesPatrol gets removed and added again a few ms later.
Not sure if that's the cause but I think I got it. The TP destination was roughly at the intersection of 2 rooms maybe that confused the AI. Yesterday the AIs starting point was a bit outside of the path and so at the first TP it didn't hit the intersection.
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Back to question 2. If the AI is alerted but looses vision how can I force it to follow?
Thought about the FollowBreadcrumb script but that doesn't work with high alert. (didn't try it)
I have nearly no idea what you can do with AIs and the different type of links.
Daraan on 6/5/2016 at 21:03
Tried to find some advanced AI Tutorial but without success, at least learned about the AIWatchObj
With AiWatchObj I can force them through the portal if they come in range but new problems and missing knowledge are on the rise. So a few questions coming.
What I want atm:
Should be forced to go though the portal if alerted/investigates and player not visible.
Entry: Self entry?
Priority: High and even up to Default/None work - but is there some kind of info somewhere which stuff has which priority? It should have a higher priority then investigate.
Minimum Awareness: 1, max 3.
Radius and High. Radius is clear. Is high to make it like a Bounds cylinder with high z?
Action: For the moment GotoObj (the Portal) - The AI just walks there how to make it run?
Will Step 2 only be executed when Step 1 is completed?
R Soul on 6/5/2016 at 21:37
Priority: Very high should do it.
The speed of go to object can be set in one of the arguments. Type in Very Fast
I don't know if it's case sensitive.
Some actions have to finish before the next one starts, but it depends. If the action is Play Sound/Motion, the AI starts it but goes to the next step immediately. Go to object and face angle/object have to finish before the next action.
With AIWatchObj, consider that the actions may abort if the AI leaves the radius, or any of the other conditions become false. You can select 'No test once triggered' to make sure all actions are completed. Or make sure the radius is big enough.
Daraan on 7/5/2016 at 10:40
Very high ignores the player but works great now. Thank you. :)
So next Stage.
The AI forgets the player/Reduces Alert Level.
Moving the AI Resets the Alertness, links pointing to the player are removed. (seems so at least)
How to alert / let it follow the player again?
I can get the AlertLevel via NVScript but I don't know what actions I have to take. Simple Awareness, Target links?