AI planning: Units standing still, not moving, wall between.

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Jaspo
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AI planning: Units standing still, not moving, wall between.

Post by Jaspo »

Does anyone know of anything to make units more focused on capturing CPs and less focused on STOPPING to shoot any enemies near them? Especially when there's a wall between them and the enemy so instead of stopping to shoot them, they just stop to stare at them through the wall...and stay that way for the entirety of the battle, and eventually all pile up at that spot, because all the units that were spawning and dying elsewhere eventually all respawn in the place that sends them to that stop-and-stare-at-the-enemy spot.

This of course occurs when the offending planning arc comes within the aiming range of the AI unit, who for obvious reasons doesn't interpret the barriers as obstacles to firing (that wouldn't work so well in outdoor settings with barriers) and is only somewhat intelligent enough to know that a physical wall is there (stops firing, but still tries to stare down the enemy instead of moving on down the planning grid like a good AI unit)

Is there a region of some sort or ANYTHING which can inspire the AI to "go about [their] business, move along, move along?" AI vis regions might work by setting the value to less than 1, although since the documentation says nothing about these regions I can only assume that they adjust the firing range of units in them. The problem with this method is that it makes the AI in the region incredibly stupid, as it is then possible to stand ten feet away from them and not have them shoot at you.

So, can anything be added to the mission script or can hint nodes help the situation at all, or is there some other solution?
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Maveritchell
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Re: AI planning: Units standing still, not moving, wall betw

Post by Maveritchell »

There is a lua AI aggressiveness modifier; it's a global parameter, though - not something you can trigger in individual instances.
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linksith
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Re: AI planning: Units standing still, not moving, wall betw

Post by linksith »

Do you have the barriers set to block everything? And do you have the planning set to filter soldiers? What setting do you have on the barriers? I think something is wrong with the barriers.
Jaspo
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Re: AI planning: Units standing still, not moving, wall betw

Post by Jaspo »

barriers and planning both have the first two selected and none other (the map I'm working on is a Death Star map and that's how the planning was in the stock Death Star map, not sure about barriers)

That's soldier and hover, I believe, and I'm assuming that accounts for foot units and recon droids. What are jetpack units classified as?

At any rate, I've got to watch my planning connection count, as it's near the limit (256), and apparently it includes each unit type's connection in the count, so a connection with all 6 (5?) unit types selected counts as 6 connections. All that to say, I got errors in the mungelog related to my planning graph until I limited all the connections to the top 2 unit types.

Also, I do have a few dynamic connections, with which I haven't yet done anything in the mission script.

btw what are the small, medium, and large categories for? Vehicles? such as Speeder Bike (Small) TX-130 (Medium) ATAT (Large)?
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Re: AI planning: Units standing still, not moving, wall betw

Post by Jendo7 »

Jet Troopers are classified as hover. I think small, medium and large covers several different categories; for example a hover tank would be hover and medium, an AT-ST would be just medium, and a speederbike would be hover and small. At least I think that's how it works.
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