Cavalorn on 11/8/2017 at 17:04
I encountered a very strange problem related to enemy AI.
I have a guard standing in a tunnel, and when I move an inch he would hear it even from like 50 meters. And when I say I move an inch I literally mean it. That guy is sensitive as hell. I tried lowering his alertness and senses, but nothing seems to work. I have several other guards, both patrolling and standing idly, yet none of them have this issue. I suspect there might be something with the room brush or such since any AI I place there react the same way. Any ideas what might be the problem here?
john9818a on 11/8/2017 at 17:19
When I saw the title I thought it was a Weird Al Yankovic problem. :p
Did you try using smaller room brushes in sections of the long tunnel? Are you using tile or marble textures?
Cavalorn on 11/8/2017 at 17:27
Haha, not exactly. :D
I haven't tried using smaller room brushes because it's not that long of a tunnel. I'll try to post a screenshot in a minute. The texture is asphalt.
(
https://ibb.co/gYNvZv)
Inline Image:
https://preview.ibb.co/mZHUuv/dump008.pngThe room brush begins where the player stands and I marked its end with a Hammerite. The overly sensitive NPC stands on the right side, not far from the Hammer dude.
Edit: I also divided the long room brush into two, but that didn't solve the problem either.
Cavalorn on 11/8/2017 at 19:34
I've been doing some testing with patrols in the same area and they act a bit weird too. It's not as bad as with the standing guard, but when the patrol reaches the site of the idle guard (which is, by the way, observing a burning apartment with 2 dead civilians inside), he gets alerted for a mere second, but then he continues his patrol. I assume it only lasts for one second because the room is inaccessible. I've been following the patrol closely behind, very carefully, and he did not hear me. The standing dude, on the other hand, would hear me sneaking right at the beginning of the tunnel.
Is it possible maybe that room is what causing the trouble somehow? I wanted to place a guard there to observe the sight, but cannot make it work for the aforementioned reason.
Edit: Now I am confident that scene causes their alertness and my issue. There is also a broken window there so I unchecked the "suspicious" tab in hopes of solving it but nothing. What can I do to make the guards ignore that scene and avoid getting alerted?
Edit2: "Only Notices Player" apparently did the trick!
john9818a on 11/8/2017 at 22:46
Are the room brushes overlapping other room brushes? Maybe the AI is being alerted by something outside of that room... A falling object or AI on a different team. Does changing the AI's hearing to 'null' give you the same result? Did you try deleting the AI and adding it again? Sorry for all of the questions but I'm just trying to cover all of the bases. If you change the AI team to neutral and he still alerts then it would have to be a reason other than Garrett.
Cavalorn on 11/8/2017 at 22:57
The alert was caused by that room, there's no doubt about that now. I still have no clue what might have caused that reaction but at least they ignore the room now since I applied the "Only Notices Player" command.
You don't need to feel sorry at all. These questions actually help me to pay attention to these things in the future. Thank you for your help, I appreciate it!
GORT on 12/8/2017 at 03:18
If you have some dead bodies in that room, that may raise their alertness. Having only notices player is one way of solving this. Another way would be to maybe give the bodies an AI team set to neutral.
Cavalorn on 12/8/2017 at 11:12
Thanks, GORT, that sounds like a great idea too.
Yandros on 12/8/2017 at 13:51
By default AI should ignore placed corpses.
Cavalorn on 12/8/2017 at 15:17
The funny thing is that they did most of the time, except for that room. My mission is littered with corpses and the AI weren't bothered by those at all. And of course, I used the same setting for each and every dead body. I couldn't, and still can't, understand what is going on with that room. Maybe it's not the dead bodies after all.