Has anyone else had a problem with a hub connection not working properly?
I have hubs connected without any barriers or filters and units will not target the correct hub/connection to follow.
or...
If I lead them to a supposive hub/connection path they will stop and not ever search for a new target/hub.
I had success correcting the problem once by just deleting the hub, but I had an instance where even that was not solving the problem. I would sure like to know what causes this. Any thoughts?
The hubs and connections act as if there was a filter placed on units; even though they are without any.
GusteR
Hubs and Planning issue
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GusteR
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RE: Hubs and Planning issue
I only had this problem one time because the radius of the hub was to small. But then it happened to medium vehicles only and sbtest.exe reported this problem.
You say you didn´t set any filter or barriers,hmm .
did you set wheights? I´m not sure if it can cause this problem .
Well if nothing helps i suggest to redo the planning.
You say you didn´t set any filter or barriers,hmm .
did you set wheights? I´m not sure if it can cause this problem .
Well if nothing helps i suggest to redo the planning.
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imp_strikeforce
RE: Hubs and Planning issue
my main problem with armchair assault is the planning. and its extremely annoying cuz you'll hav like most of the bots going, and then ONE spot where they all get stuck or theres like a couple of AI here and there loafing araound.
so one thing i do often is look at the original bespin platforms map for reference, to see how they did their planning and stuff, and one thing i noticed is that they used a LOT of hintnodes, most of which had the "cover" tag. and i think this also helps get the AI moving or whatever...
maybe this will help, and try what rends said
so one thing i do often is look at the original bespin platforms map for reference, to see how they did their planning and stuff, and one thing i noticed is that they used a LOT of hintnodes, most of which had the "cover" tag. and i think this also helps get the AI moving or whatever...
maybe this will help, and try what rends said
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GusteR
The problem is not happening close to cps or spawn points. There is a small section of the map between two hubs where this probelm is happening.
Also, before there were hubs in this region the AI would run into this region and attack units near by. Now they won't even touch it.
I just noticed that units will run towards the directon of the unwalkable path to approximately the end of the hub and choose another direction.
GusteR
Also, before there were hubs in this region the AI would run into this region and attack units near by. Now they won't even touch it.
I just noticed that units will run towards the directon of the unwalkable path to approximately the end of the hub and choose another direction.
GusteR
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GusteR
- Rends
- Sith

- Posts: 1278
- Joined: Fri Oct 15, 2004 6:34 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: Germany
- Contact:
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GusteR
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GusteR
It almost seems as if the planning was not accepting any new hubs that I would place before going over the 256 hub limit. Any new hub I would set up the AI would not target.
Is there a certain order to which you have to establish hubs and connections?
--I corrected this phantom hub problem by replanning the entire level
Is there a certain order to which you have to establish hubs and connections?
--I corrected this phantom hub problem by replanning the entire level
