Page 1 of 1

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
...
...
Patrol hints are used by most unit types. Upon reaching a command post, units will move between patrol hints at random.
...
...
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.....
Hidden/Spoiler:
Patrol Nodes
------------

For defensive movement. Nodes aren't used anymore, it now works with
Patrol Paths. See the "AI Patrol Paths.txt" file.
Hidden/Spoiler:
AI Patrol Paths

Patrol Paths are used as either straight lines or splines so in the editor you should set the
"Spline Type" under the path menu to "Linear" or "C-R".

Path Properties (set in the editor for each path):

"type" = "PatrolPath" : need this part, its what tells the game its a patrol path



Node Properties (set in the editor for specific nodes on a path):

"WaitMin" = "1.0" : When the unit gets to this node, they will wait for a time between
"WaitMax" = "2.5" : waitmin and waitmax before going on.

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.