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Problem with AI ignoring barriers [Solved]

Posted: Wed May 30, 2012 3:50 pm
by Locutus
Hey guys.
I'm having a little trouble again.
I made a map with bridges which can move. Everything works pretty good - except for the AI guys who love to jump from the cliff before the bridge is there (there = between the two barriers marked on the screenshot below).
I created a timer which is supposed to disable certain barriers and to re-enable a connection. But the AI is ignoring them in the first place...

Let me illustrate that with a screenshot just showing barriers and planning:
Image

Here the corresponding excerpt of my lua:
Hidden/Spoiler:
[code]--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("LinkedTurrets")

local ALL = 2
local IMP = 1
local ATT = 1
local DEF = 2

function ScriptPostLoad()

BlockPlanningGraphArcs("Connection71")
EnableBarriers("Barrier322")
EnableBarriers("Barrier323")
--[...]

cp1 = CommandPost:New{name = "cp1"}
cp2 = CommandPost:New{name = "cp2"}
cp3 = CommandPost:New{name = "cp3"}
cp4 = CommandPost:New{name = "cp4"}
cp5 = CommandPost:New{name = "cp5"}
cp6 = CommandPost:New{name = "cp6"}

conquest = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF,
textATT = "game.modes.con",
textDEF = "game.modes.con2",
multiplayerRules = true}

conquest:AddCommandPost(cp1)
conquest:AddCommandPost(cp2)
conquest:AddCommandPost(cp3)
conquest:AddCommandPost(cp4)
conquest:AddCommandPost(cp5)
conquest:AddCommandPost(cp6)

Bridge()

conquest:Start()

EnableSPHeroRules()

--[...]

AddDeathRegion("dr1")
AddDeathRegion("dr2")
AddDeathRegion("dr3")

end




function Bridge()
print("Timer: initialisiert")
bridge_timer = CreateTimer("bridge_timer")
SetTimerValue(bridge_timer, 350.0)
StartTimer(bridge_timer)
OnTimerElapse(
function(timer)
UnblockPlanningGraphArcs("Connection71")
DisableBarriers("Barrier322")
DisableBarriers("Barrier323")
print("Timer: Weg frei geräumt")
ShowMessageText("level.UCM.hints.corcov", 1);
ShowMessageText("level.UCM.hints.corcov", 2);
DestroyTimer(timer)
print("Timer: kaputt")
end,
bridge_timer
)
end


function ScriptInit() --[...][/code]
I've also checked the error log but there's nothing suspicious.

Any idea what I'm doing wrong?

Re: Problem with AI ignoring barriers

Posted: Wed May 30, 2012 10:02 pm
by AQT
You need to enable "Dynamic" on that connection and assign it to a Dynamic group number. It should appear to be pulsating red in ZE. And if it helps, try using a single large barrier instead those two single ones.

Re: Problem with AI ignoring barriers

Posted: Thu May 31, 2012 7:35 am
by Locutus
Thx for replying that fast.
I made it already dynamic as you can see on the screenshot (but I have no clue what the numbers are good for... i chose "1").

Using a single barrier didn't help either (as well as redoing the paths in that part).
The barriers are being ignored by AI and the blocked connection, too. This really drives me crazy -.-

Re: Problem with AI ignoring barriers

Posted: Thu May 31, 2012 7:41 am
by AQT
Ah, I see what the problem is now. You currently have:

Code: Select all

         UnblockPlanningGraphArcs("Connection71")
It should be:

Code: Select all

         BlockPlanningGraphArcs("Connection71")
So the AI were ignoring the barriers because the connection overrode their effects in a way.

And yeah, group 1 is fine. I personally just put dynamic connections together in the same group if they are linked somehow.

Re: Problem with AI ignoring barriers

Posted: Thu May 31, 2012 8:33 am
by Locutus
I have BlockPlanningGraphArcs("Connection71") directly after PostLoad.
Now the AI shouldn't fall down the bridge.
After 5 minutes when the timer has elapsed I want to unblock the route.

Or did I get you wrong?

Re: Problem with AI ignoring barriers

Posted: Thu May 31, 2012 10:55 am
by AQT
Whoops, my mistake. I wasn't thinking about the scenario correctly there.

You don't happen to have all of your connections set to "Dynamic" do you? Is that why your screenshot is so red? If so, try setting all of the connections you don't plan to block or unblock to not be dynamic.

Re: Problem with AI ignoring barriers

Posted: Thu May 31, 2012 11:00 am
by Locutus
No, just the one is dynamic and blinking red.

The red color on the screen is caused by the lightning (terrain ground disabled).


Edit: This is my Error-Log, but I can't find anything related to it (that's why I only deleted the InVehicle errors and let everything else in):
Hidden/Spoiler:
Opened logfile BFront2.log 2012-05-31 1649
shell_interface: Entered
shell_interface: gPlatformStr, gOnlineServiceStr, gLangStr, gLangEnum: PC GameSpy german 4
ifs_era_handler - Entered
ifs_era_handler - Exited
shell_interface: No custom_gc_0.lvl
shell_interface: No custom_gc_1.lvl
shell_interface: No custom_gc_2.lvl
shell_interface: No custom_gc_3.lvl
shell_interface: No custom_gc_4.lvl
shell_interface: No custom_gc_5.lvl
shell_interface: No custom_gc_6.lvl
shell_interface: No custom_gc_7.lvl
shell_interface: No custom_gc_8.lvl
shell_interface: No custom_gc_9.lvl
shell_interface: No custom_gc_10.lvl
custom_EraButtonList(): Finished building era button table Known eras buttons: 28
custom_GetGMapEras(): Finished building era table Known eras: 28
custom_GetGMapModes(): Finished building game mode table Known Modes: 39
custom_GetMPGameModeList(): Finished building game mode list table List Length: 40
custom_SetMovieLocation()
custom_GetGCButtonList()
custom_SetMovieLocation()
custom_GetFreeformBattleModeList(): Finished building freeform battle mode list Known Modes: 39
ingame stream movies\crawlgr.mvs
shell_interface: Opening movie: movies\shellgr.mvs
shell_interface: Leaving
Mission Checker: Entered addme
Mission Checker: addme: Now listening in on AddDownloadableContent() calls
Mission Checker: Exited addme
prev = none iLastPage = nil
prev = texture iLastPage = 2
prev = texture iLastPage = 3
ifs_legal.Exit

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\GameMovie.cpp(399)
Unable to find open movie segment shell_main

ifs_saveop_DoOps LoadFileList
ifs_saveop_DoOps LoadFileList
ifs_saveop_DoOps LoadProfile
ifs_saveop_DoOps LoadProfile
ifs_sp_campaign: Input_Accept(): Entered: _tab_instant
missionlist_ExpandMapList()
ifs_missionselect_pcMulti_fnSetMapPreview(): Defaulting index to 1
this.CurButton = check_mode3
cur_button = nil
Checkbox for check_era7 clicked
this.CurButton = check_era7
cur_button = nil
custom_AddMapNew()
custom_printTable(): table: 054F11EC
The key, value is: era_g 1
The key, value is: mode_con_c 1
The key, value is: isModLevel 1
The key, value is: mode_1flag_g 1
The key, value is: mode_1flag_c 1
The key, value is: era_c 1
The key, value is: bSelected 1
The key, value is: mode_con_g 1
The key is mapluafile, the formated value is: UCM<A>_<B>
custom_printTable(): Returning
custom_printTable(): table: 054F672C
The key, value is: key mode_con
The key, value is: subst con
The key, value is: showstr modename.name.con
The key, value is: descstr modename.description.con
The key, value is: icon mode_icon_con
custom_printTable(): Returning
gMapEras.key = era_g Era = era_g subst = g
Adding map: UCMg_1flag idx: 1
this.CurButton = _map_add
cur_button = nil
this.CurButton = Launch
cur_button = nil

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\HUDElementBitmap.cpp(380)
HUD BitmapElement unable to find texture hud_target_hint_offscreen

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\HUDElementBitmap.cpp(380)
HUD BitmapElement unable to find texture hud_target_hint_offscreen

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\HUDElementBitmap.cpp(380)
HUD BitmapElement unable to find texture btn_directional_pad_LR
game_interface: Entered
utility_functions2: Listening on AddUnitClass() calls
utility_functions2: Listening on SetHeroClass() calls
utility_functions2: Listening on ReadDataFile() calls
game_interface: Reading in custom strings
game_interface: No user_script_0.lvl
game_interface: No user_script_1.lvl
game_interface: No user_script_2.lvl
game_interface: No user_script_3.lvl
game_interface: No user_script_4.lvl
game_interface: No user_script_5.lvl
game_interface: No user_script_6.lvl
game_interface: No user_script_7.lvl
game_interface: No user_script_8.lvl
game_interface: No user_script_9.lvl
game_interface: No user_script_10.lvl
ifs_sideselect_fnBuildScreen()
game_interface: Exited

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(317)
Memory pool "ClothData" set item count after being allocated

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(317)
Memory pool "ParticleTransformer::SizeTransf" set item count after being allocated

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntityGeometry.cpp(1058)
Entity "com_weap_veh_guided_rocket_ord" unknown terrain collision "p_front_sphere"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntityGeometry.cpp(1073)
Entity "com_weap_veh_guided_rocket_ord" unknown vehicle collision "p_front_sphere"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntityGeometry.cpp(1065)
Entity "com_weap_veh_guided_rocket_ord" unknown building collision "p_front_sphere"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntityGeometry.cpp(1051)
Entity "com_weap_veh_guided_rocket_ord" unknown targetable collision "CollisionMesh"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntityGeometry.cpp(1058)
Entity "com_weap_award_rocket_launcher_" unknown terrain collision "p_front_sphere"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntityGeometry.cpp(1073)
Entity "com_weap_award_rocket_launcher_" unknown vehicle collision "p_front_sphere"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntityGeometry.cpp(1065)
Entity "com_weap_award_rocket_launcher_" unknown building collision "p_front_sphere"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntityGeometry.cpp(1051)
Entity "com_weap_award_rocket_launcher_" unknown targetable collision "CollisionMesh"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntityGeometry.cpp(1065)
Entity "com_weap_inf_remotedroid_ord" unknown building collision "p_buildingsphere"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntityGeometry.cpp(1073)
Entity "com_weap_inf_remotedroid_ord" unknown vehicle collision "p_buildingsphere"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntityGeometry.cpp(1089)
Entity "com_weap_inf_remotedroid_ord" unknown ordnance collision "p_sphere"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntityGeometry.cpp(1081)
Entity "com_weap_inf_remotedroid_ord" unknown soldier collision "p_sphere"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (d6c288e8)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (6616778a)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (ef255e37)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (c3a9860f)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntitySoldier.cpp(10471)
Soldier imp_inf_darktrooper has geometry collision

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntityBuilding.cpp(695)
Building missing explosion "all_bldg_moncal_roundturret_exp"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntitySoldier.cpp(10471)
Soldier imp_inf_evotrooper has geometry collision

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\Explosion.cpp(323)
Explosion "bes_weap_inf_bomb_exp" missing effect "com_sfx_weap_crush_exp"

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\HUDManager.cpp(619)
HUD unable to find HUD element type 0x16ce484a
uf_updateClassIndex(): Added class: all_inf_rifleman_fleet
uf_updateClassIndex(): Added class: all_inf_rocketeer_fleet
uf_updateClassIndex(): Added class: all_inf_sniper_fleet
uf_updateClassIndex(): Added class: all_inf_engineer_fleet
uf_updateClassIndex(): Added class: all_inf_officer
uf_updateClassIndex(): Added class: bes_inf_reb_guy
uf_updateClassIndex(): Added class: all_inf_wookiee
uf_updateClassIndex(): Added class: imp_inf_rifleman
uf_updateClassIndex(): Added class: imp_inf_rocketeer
uf_updateClassIndex(): Added class: imp_inf_sniper
uf_updateClassIndex(): Added class: imp_inf_engineer
uf_updateClassIndex(): Added class: imp_inf_officer
uf_updateClassIndex(): Added class: bes_inf_evotrooper
uf_updateClassIndex(): Added class: imp_inf_dark_trooper
uf_updateClassIndex(): Added class: all_hero_luke_pilot
uf_updateClassIndex(): Added class: imp_hero_darthvader
utility_functions2: ReadDataFile(): This map's code, mode: ucm ucm_1flag

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntityBuilding.cpp(695)
Building missing explosion "spa_prop_frigate_destruct_exp"

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\Explosion.cpp(323)
Explosion "bes_fly_cloudcar_exp" missing effect "explosion"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\AttachedEffects.cpp(143)
AttachEffects: effect 'prop_steamgrate' not found

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\AttachedEffects.cpp(143)
AttachEffects: effect 'prop_steamgrate' not found

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\AttachedEffects.cpp(143)
AttachEffects: effect 'prop_steamgrate' not found

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\AttachedEffects.cpp(143)
AttachEffects: effect 'prop_steamgrate' not found

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\AttachedEffects.cpp(143)
AttachEffects: effect 'prop_steampipe'¬ found

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\AttachedEffects.cpp(143)
AttachEffects: effect 'prop_steampipe' not found

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\AttachedEffects.cpp(143)
AttachEffects: effect 'prop_steampipe' not found

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\AttachedEffects.cpp(143)
AttachEffects: effect 'prop_steamgrate' not found

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\AttachedEffects.cpp(143)
AttachEffects: effect 'prop_steamgrate' not found

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\AttachedEffects.cpp(143)
AttachEffects: effect 'prop_steamgrate' not found

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=4a310290: trying to replace "bes2_bldg_c_mid1" with "bes2_bldg_c_mid11"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=164b615c: trying to replace "bes2_bldg_chamber" with "bes2_bldg_chamber4"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=4d310749: trying to replace "bes2_bldg_c_mid1" with "bes2_bldg_c_mid12"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=154b5fc9: trying to replace "bes2_bldg_chamber" with "bes2_bldg_chamber3"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=fcf581a8: trying to replace "bes2_bldg_c_top" with "bes2_bldg_c_top3"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=24d57b2d: trying to replace "bes2_bldg_d_landing_station" with "bes2_bldg_d_landing_station2"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=f166220c: trying to replace "bes2_bldg_skywaysupport" with "bes2_bldg_skywaysupport1"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=23d5799a: trying to replace "bes2_bldg_d_landing_station" with "bes2_bldg_d_landing_station3"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=4f310a6f: trying to replace "bes2_bldg_c_mid1" with "bes2_bldg_c_mid14"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=134b5ca3: trying to replace "bes2_bldg_chamber" with "bes2_bldg_chamber1"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=144b5e36: trying to replace "bes2_bldg_chamber" with "bes2_bldg_chamber2"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=11b33b3f: trying to replace "bes2_bldg_16m_outerwall" with "bes2_bldg_16m_outerwall1"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=386b4230: trying to replace "bes_fly_cloudcar" with "bes_fly_cloudcar1"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=f46626c5: trying to replace "bes2_bldg_skywaysupport" with "bes2_bldg_skywaysupport2"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=3b6b46e9: trying to replace "bes_fly_cloudcar" with "bes_fly_cloudcar2"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=f3662532: trying to replace "bes2_bldg_skywaysupport" with "bes2_bldg_skywaysupport3"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=ae192383: trying to replace "bes2_bldg_sidewalk" with "bes2_bldg_sidewalk1"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=af192516: trying to replace "bes2_bldg_sidewalk" with "bes2_bldg_sidewalk2"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=5cccfcf2: trying to replace "bes2_bldg_d_landingzone" with "bes2_bldg_d_landingzone2"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=97f61af7: trying to replace "bes2_bldg_large_tower" with "bes2_bldg_large_tower2"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=98f61c8a: trying to replace "bes2_bldg_large_tower" with "bes2_bldg_large_tower1"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=12b33cd2: trying to replace "bes2_bldg_16m_outerwall" with "bes2_bldg_16m_outerwall2"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=1dd57028: trying to replace "bes2_bldg_d_landing_station" with "bes2_bldg_d_landing_station5"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=4b310423: trying to replace "bes2_bldg_c_mid1" with "bes2_bldg_c_mid10"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=4c3105b6: trying to replace "bes2_bldg_c_mid1" with "bes2_bldg_c_mid13"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=eafd02d7: trying to replace "bes1_bldg_console_a" with "bes1_bldg_console_a1"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=20d574e1: trying to replace "bes2_bldg_d_landing_station" with "bes2_bldg_d_landing_station6"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=1ed571bb: trying to replace "bes2_bldg_d_landing_station" with "bes2_bldg_d_landing_station4"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=5bccfb5f: trying to replace "bes2_bldg_d_landingzone" with "bes2_bldg_d_landingzone1"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=fdf5833b: trying to replace "bes2_bldg_c_top" with "bes2_bldg_c_top2"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=2a5d22a8: trying to replace "bes2_bldg_court1" with "bes2_bldg_court10"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=3a6b4556: trying to replace "bes_fly_cloudcar" with "bes_fly_cloudcar3"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=fef584ce: trying to replace "bes2_bldg_c_top" with "bes2_bldg_c_top1"
Timer: initialisiert

ifs_sideselect_fnEnter(): Map does not support custom era teams
ifs_sideselect_fnEnter(): The award settings file does not exist
Timer: Weg frei geräumt
Timer: kaputt

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(427)
Attach: model '' [fc7df2a4] has no hardpoint '' [b754f2f0]

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(427)
Attach: model '' [fc7df2a4] has no hardpoint '' [b754f2f0]

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(427)
Attach: model '' [fc7df2a4] has no hardpoint '' [b754f2f0]

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\Weapon.cpp(82)
Weapon 'imp_weap_inf_autoturret' is not localized for stats page

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(427)
Attach: model '' [ddf82d1c] has no hardpoint '' [845f8034]
214¬ with

Re: Problem with AI ignoring barriers

Posted: Thu May 31, 2012 11:12 am
by AQT
Ah. Can you confirm that it is really the barriers that are the problem and not the connection? Try temporarily deleting the connection to see what happens if you haven't tried already. Do you notice whether any other barriers aren't behaving properly as well? I've noticed that barriers stop functioning very high up (perhaps very low down too) from the XY-plane, so this could be a possibility too.

EDIT: I forgot to mention that the debug version of the game doesn't acknowledge blocked connections for some reason, just in case you were just only testing in there.

Re: Problem with AI ignoring barriers

Posted: Thu May 31, 2012 11:58 am
by Locutus
The AI takes care of all barriers except for the ones on the bridge.
The map is rather flat and the designated area has got a height of 0.

In case I remove the connection none of the AI players is using the route.
I've also tried making some nearby connections dynamic but that didn't help either:
Image
(Yes, I adjusted the luas)

But when I did a manual clean again the munger came up with this:

Code: Select all

ERROR[pathplanningmunge world1\UCM.PLN]:different branching depths found, skipping patch write (will probably create pathing loops)ERROR[pathplanningmunge world1\UCM.PLN]:different branching depths found, skipping patch write (will probably create pathing loops)   2 Errors    0 Warnings

UCM.PLN:
Hidden/Spoiler:
Hub("Hub0")
{
Pos(-6.931471, 41.000000, 59.711567);
Radius(11.847017);
}

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Re: Problem with AI ignoring barriers

Posted: Thu May 31, 2012 12:17 pm
by AQT
Those errors shouldn't be a problem at all. Well, I'm out of ideas for now, unless you have any more information to share.

Re: Problem with AI ignoring barriers

Posted: Thu May 31, 2012 7:16 pm
by Tears2Roses
Just a thought, make sure your barriers have soldier selected.

Image

Re: Problem with AI ignoring barriers

Posted: Fri Jun 01, 2012 11:51 am
by Locutus
Lol, it's working now.

What did I do?
I cleaned again, did all of the planning in this area again and set the dynamic connection to group 3 which resulted in a munge error telling me that group 1 will be chosen instead.

No clue what was the reason for this not-working in my previous tests but it's working now.
Thanks for your suggestions, guys :)