Daraan on 21/8/2017 at 13:19
I'll just ask a stupid question.
Are the TrolPoints near the ground?
I recreated the problem and at first the AI was patroling but not pausing until I realized that I placed the TrolPoints 8 units above the ground. After lowering them the AI paused like intended.
Also I realized that the WatchObj"Area" bounding is kinda vague. A 10 radius triggered when the AI was at ~7 units away.
LarryG on 21/8/2017 at 13:25
I think I have a solution. I added a new marker, at the same location as the TrolPausePt and with the exact same pseudoscript data on the AIWatchObj link from the AI, and it works as expected. For some reason, with this AI, at this location, the AI isn't activating the pseudoscript when it is on a trolpt. Why? I don't know. I'll try this solution with the other locations and see if it works there too.
Yandros on 21/8/2017 at 15:41
Glad you have a workaround, I was going to suggest you delete the AI and recreate him as a last ditch effort.
john9818a on 22/8/2017 at 03:22
I think the No Test Once Triggered is used if the AIWatchObj link is set to Player Intrusion. This would prevent the link from stopping whenever the player is outside the radius.
LarryG on 22/8/2017 at 04:45
From [url=http://dromed.whoopdedo.org/dromed/link/aiwatchobj?s[]=no&s[]=test]The Dromesday Book
Quote:
No test once triggered
By default, when the actions are being performed, the AI will keep checking the conditions, and will stop the actions if any one of them is no longer true, e.g. the AI becomes too alert. If this option is used, those checks will stop being made once the actions have started.
john9818a on 22/8/2017 at 08:18
So I was partly correct. :) The AI checks all of the conditions, not just the player within the cylinder specified ny radius and height.