AI planning: Units standing still, not moving, wall between.
Posted: Thu Sep 23, 2010 8:53 pm
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?
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?