The AI won't move [Solved]

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Noobasaurus
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The AI won't move [Solved]

Post by Noobasaurus »

About half of the bots don't move until you get near them. The other half tromp up the hill to get you. I have lots of paths so I am confused as to why they are not moving.
Last edited by Noobasaurus on Fri Oct 14, 2011 10:34 am, edited 1 time in total.
Jaspo
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Re: The AI won't move

Post by Jaspo »

An overly complicated mix of paths and barriers can stop AI in their tracks, or else send them running unhindered through barriers and the wrong way through one-way plans, etc., as can having a cp placed too close to an unrelated path. Also having planning hubs too small or barriers too close together can create an unintended dead-end, where all the troops behind it will stay standing still. Aside from those things, sometimes it just doesn't seem to work right, period. Examples can be found in the energy gate room of my Death Star map (going the wrong way through a one-way, and also off the edge of the platforms even though the barriers there are placed perfectly to keep them from doing so), on my Taris Sky High map (at the far end of one of the buildings, between where the bombers are parked...units spawn at the cp but most don't go anywhere, acting as you've described, even though there's nothing apparently wrong with the planning or barriers there)...on Bobfinkl's Galidraan map-he had to leave a gap in the barriers in the tunnel system, otherwise the imperials don't move toward the cp inside, on my Dantooine map--there's lots of walls and multiple levels, and also a vehicle spawn underground that they'll gather above ground to try to get to...often the AI are within range of each other but there's a barrier between them so they just kind of stand there looking at each other through the wall. my Star Destroyer map--in some of the hallways higher up in the ship, AI will veer off to the side and into the wall for no apparent reason.

So, in summary, the stuff usually works right, but it isn't perfect and there's plenty examples of how it isn't perfect.
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Re: The AI won't move

Post by AQT »

You're assuming he's using planning and barriers, not to say that he is and have them set up in a complex way. Noobasaurus's description sounds like, and it could very much be, a non-Conquest/non-CTF mode that isn't using planning yet.
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Re: The AI won't move

Post by Dakota »

i have two things to say.

first, this happens to me on my hero assault map (probably because i have zero planning and i'm just making the sides for someone and then my friend is making the map) the bots will stand there untill they are in range of you. Maybe increasing the ai notify range could help them seek out enemies though, but if there are walls in the way there could be problems

SetAIVehicleNotifyRadius(100)

thats an LUA code for vehecal notify radius, i don't know the one for ai not in vehecals.

Second: the ai tend to always have some problems. i study ai sometimes on stock maps. on mygeeto i watched as a bot got into an empire tank and then turned to face away from the cliff and then proceded to go backwards untill he fell. also i noticed that in some places the bots will get stuck and start turning while running randomly. there was a bot on utapua who near the cp thats the highest up where a bot fell off of the ramp it would seem and then got stuck in a corner trying to walk through it... ai don't like going to the corner.
Noobasaurus
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Re: The AI won't move

Post by Noobasaurus »

Jaspo wrote:An overly complicated mix of paths and barriers can stop AI in their tracks, or else send them running unhindered through barriers and the wrong way through one-way plans, etc., as can having a cp placed too close to an unrelated path. Also having planning hubs too small or barriers too close together can create an unintended dead-end, where all the troops behind it will stay standing still. Aside from those things, sometimes it just doesn't seem to work right, period. Examples can be found in the energy gate room of my Death Star map (going the wrong way through a one-way, and also off the edge of the platforms even though the barriers there are placed perfectly to keep them from doing so), on my Taris Sky High map (at the far end of one of the buildings, between where the bombers are parked...units spawn at the cp but most don't go anywhere, acting as you've described, even though there's nothing apparently wrong with the planning or barriers there)...on Bobfinkl's Galidraan map-he had to leave a gap in the barriers in the tunnel system, otherwise the imperials don't move toward the cp inside, on my Dantooine map--there's lots of walls and multiple levels, and also a vehicle spawn underground that they'll gather above ground to try to get to...often the AI are within range of each other but there's a barrier between them so they just kind of stand there looking at each other through the wall. my Star Destroyer map--in some of the hallways higher up in the ship, AI will veer off to the side and into the wall for no apparent reason.

So, in summary, the stuff usually works right, but it isn't perfect and there's plenty examples of how it isn't perfect.
I do have two sets of paths...I'll delete them both and start over and see what happens.
AQT wrote:You're assuming he's using planning and barriers, not to say that he is and have them set up in a complex way. Noobasaurus's description sounds like, and it could very much be, a non-Conquest/non-CTF mode that isn't using planning yet.
More like a "defend your castle" mode...(Not to spoil anything!)

EDIT: Solved! The second set of paths was doing it.
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