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AI patrol
Posted: Sat Oct 03, 2009 2:24 pm
by Darth_Squoobus
If I wanted AI to patrol an area, should I just set up a path that connects back to itself or would I have to do something else?
Re: AI patrol
Posted: Sat Oct 03, 2009 2:55 pm
by AceMastermind
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Patrol hints are used by most unit types. Upon reaching a command post, units will move between patrol hints at random.
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The following properties need to be set in the editor for each patrol hint:
CommandPostName - the command post this hint is associated with.
Primary Stance - what stance the scout will be in when it reaches the patrol hint.
Source:
http://www.secretsociety.com/forum/down ... _notes.txt
EDIT:
According to
THIS hint nodes aren't used for AI patrol anymore.
^Thanks to Skyhammer_216 for pointing this out
Have a look at
THIS document on how it should be done now.
Re: AI patrol
Posted: Sat Oct 03, 2009 8:48 pm
by Recon Trooper
The easy way that I would do is place heaps of hubs next to each and form a filled circle shaped of hubs and connect them. Sounds weird but works.
Re: AI patrol
Posted: Sat Oct 03, 2009 8:50 pm
by Xavious
Using patrol nodes would be much easier.
EDIT: Paths, not nodes. See Sky's post.
Re: AI patrol
Posted: Sat Oct 03, 2009 9:24 pm
by Recon Trooper
Using patrol nodes would be much easier.
Yeah, do that
Re: AI patrol
Posted: Sun Oct 04, 2009 1:23 am
by Sky_216
Ummm....guys? From psych0fred's site.....
Re: AI patrol
Posted: Sun Oct 04, 2009 5:07 pm
by Frisbeetarian
Does that mean the code for them is broken or just that it's better to use patrol paths?
Re: AI patrol
Posted: Sun Oct 04, 2009 6:03 pm
by [RDH]Zerted
It sounds like the code was removed and replaced with a better system.