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Stupid AI Drivers!
Posted: Wed May 31, 2006 6:52 pm
by Astute
Well, I've built a little Naboo map and at one of the areas on the map I have the trademark Naboo gate. Now I have some pretty big vehicles on the map, and I've tested them and they can fit through the gate. The problem is getting the AI to. The Best I've been able to do is to get the AI to get the the gate, but as soon as they try to go through the veer to the right and crash into a wall. From there it's just pathetic maneuvering in a circle. Of the fixes I've tried the use of a seperate planning path worked the best, however still didn't quite fix the problem(still veering to the left). Anyone have any ideas how I could rig the AI to actually think before driving?
RE: Stupid AI Drivers!
Posted: Wed May 31, 2006 7:03 pm
by PvtParts
barriers?
RE: Stupid AI Drivers!
Posted: Wed May 31, 2006 8:07 pm
by ARC_Trooper
Yeah, there is the same problem when you add flying vehicles (spelling?) to ground maps...
I am
NEVER letting the AI units pilot again...

RE: Stupid AI Drivers!
Posted: Wed May 31, 2006 10:26 pm
by Astute
Yes I have barriers, planning, and i've even specified different barriers for vehicles and units.
I'm not sure why It veers to the left, almost as if there is something in that direction. Mabye a picture would help.
RE: Stupid AI Drivers!
Posted: Thu Jun 01, 2006 1:19 pm
by ARC_Trooper
Hmm, could it be the terrain is too steep, or just impossible to access in a vehicle such as an AT-AT/AT-TE/AT-RT/AT-ST/...
RE: Stupid AI Drivers!
Posted: Fri Jun 02, 2006 3:04 pm
by PvtParts
A video would be usefull to see what exact kind of bug this is. To be honest it could simply be they are loosing control of their vehicle (if its to fast, they cannot think quick enough to judge their movements, often causing crashes and dead-end turns)
Does the AI work like that?
Posted: Fri Jun 02, 2006 3:21 pm
by busterkinkade
Does the AI work like that? It would be pretty rubbish if they didn't have the processing power to get through a gate or maneuver in between two walls, but I don't think the game is too fast for the AI , even if it is in SWBF II .
Posted: Fri Jun 02, 2006 4:31 pm
by PvtParts
On the contrary, movement, particularly turning, is apparantly very difficult for AI. Put some AI on a map with speederbikes and turns. You will see what I mean. They do lack the processing power to figure the angle needed. Why do you think they always crash in starfighters unless given a predefined path (flyer spline). And even then things get out of whack if their top speed is too high (they accelerate, then when a turn comes they cant make, they shoot off the path, often hitting the ground or any other obstuction.)
Posted: Sat Jun 03, 2006 12:48 pm
by busterkinkade
I don't know then, I don't think the mod tools let you modify AI files.
Posted: Sat Jun 03, 2006 2:36 pm
by PvtParts
Try this;
Instead of having the Ai make a turn like this:
Try this:

Posted: Sat Jun 03, 2006 5:14 pm
by Astute
Umm... whats bad is I had already set the AI from the beginning to go straight, and they turn and hit the gate anyway. If I give the AI the option not the go through the gate, it pauses and does nothing, as well as the AI that spawn from it. Note that the only barriers on my map are the ones that block the sides of the gate touching the ground.
Posted: Sat Jun 03, 2006 6:28 pm
by PvtParts
Okay so we're dealing with Walkers or Flyers?
I thought this was speederbikes.
Have you done planning?
You need to put a barrier surrounding the object the AI is crashing into.
You also need to make planning (hubs and connections) that tell the AI what path to follow.
Posted: Sat Jun 03, 2006 11:23 pm
by Astute
Ok Ok, I'm using a command hover, and have planning and barriers. The problem is, it crashes into the barriers, which annoys the heck out of me when i'm trying to debug it. The planning is a straight path, going straight through the arch. I just don't understand why it veers off of it's planned path into barriers that i've set. Note that i've checked the barriers and all types are banned, as well as planning where all types are allowed.