ai fighting through walls
Posted: Tue Dec 13, 2011 8:46 pm
ok i've made a cave map with a bunch of rhen var ice caves, hoth tunnels, and even death star thingamajigs. i've set up the planning so that the ai walk around in the tunnels and get cps but yet i've found a spot where the ai fight if 2 cps are on the opposite teams the ai walk to the wall on both sides and begin firing at the wall trying to kill each other.
is there anyway i can make the ai stop doing this or maybe set them up to have a smaller scanning range or what ever they use to find targets just so that they walk away from the wall and follow the path i put there. some bots follow the path while others attack the wall.
[unrelated] i also went and put on a different area of the map a place on top of land with caves under it. the planning that i set up in those areas are messy and instead of the ai on the top of the ground following the top of the ground path they all just follow the path underground which just leads them all into running into a cliff face. it seems that in uber mode all of the ai want to spawn at places that you don't want them to. the ai got in a huge enough cluster there to crash the game to the desktop from over load. i'm wondering if i can weigh the path on the top of the ground so that the ai take it instead of the one under the ground. i forgot which button it is to weight things though. i went to the weighting tab yet there wasn't a box to type the number in like last time i did this. if someone could tell me what i need to do again it would be quite helpful.
is there anyway i can make the ai stop doing this or maybe set them up to have a smaller scanning range or what ever they use to find targets just so that they walk away from the wall and follow the path i put there. some bots follow the path while others attack the wall.
[unrelated] i also went and put on a different area of the map a place on top of land with caves under it. the planning that i set up in those areas are messy and instead of the ai on the top of the ground following the top of the ground path they all just follow the path underground which just leads them all into running into a cliff face. it seems that in uber mode all of the ai want to spawn at places that you don't want them to. the ai got in a huge enough cluster there to crash the game to the desktop from over load. i'm wondering if i can weigh the path on the top of the ground so that the ai take it instead of the one under the ground. i forgot which button it is to weight things though. i went to the weighting tab yet there wasn't a box to type the number in like last time i did this. if someone could tell me what i need to do again it would be quite helpful.