korben_dallas
Aug 12 2005, 10:30 AM
Thinking back (haven't played BF1942 in a while), I can't remember if bots would avoid barbed wire. It has an AITemplate:
rem *** Plugins ***
aiTemplatePlugIn.create Cover BarbwireCover
aiTemplatePlugIn.coverValue 5.0
aiTemplatePlugIn.transparency 0.5
aiTemplatePlugIn.create Physical BarbwirePhysical
rem *** AITemplate ***
aiTemplate.create stebarbwire_m1
aiTemplate.addType ITCover
aiTemplate.addType ITNoTemperature
aiTemplate.degeneration 1
aiTemplate.allowedTimeDiff -1
aiTemplate.basicTemp 1
aiTemplate.commonKnowledge 1
aiTemplate.addPlugIn BarbwireCover
aiTemplate.addPlugIn BarbwirePhysical
Bongholio
Aug 12 2005, 12:14 PM
I don't think so.I added it to deploy when I mined in my Dc_f mod.
I never saw them avoid it in 4 months of play.They seemed perfectly content
to slowly make progress to next objective right thru the middle of it
<I used to drop it on the hills b4 the bunkers on Omaho Beach>
Oooohing and aaahhhhing all the way occasionally medkitting themselves if that was their class.
FourCentsShy
Aug 12 2005, 12:40 PM
Normally barbwire is pathed out with nogo's in the infantry pathfinding files. The bots shouldn't try to walk thru it. If it does get pathed out to dogo's on the infantry pathfinding files, they will ignore it and walk right thru.
korben_dallas
Aug 12 2005, 02:57 PM
So basically the aitemplate doesn't work?
cajunwolf
Aug 12 2005, 07:37 PM
No the object has an aiTemplate to let the SAI know what it is, if it has any cover value, and it has an aiMesh. Its a object aiTemplate like the others.
korben_dallas
Aug 13 2005, 02:11 PM
Not sure I understand.
Barbedwire can't offer any cover, right? Since it is not solid.. i.e. won't stop bullets. And if bots walk right through it, then it would seem the SAI isn't interpreting something correctly?
cajunwolf
Aug 13 2005, 02:36 PM
Possibly korbin, one quick question, in the Infantry pathmaps is the barbwire pathed out? If it is not then a little white applied in this area would solve the problem. If it is pathed out how wide is the white? Sometimes if the white area is not wide enough the bots will "jump it" if they need\want to go that way. Persistent little buggers.
korben_dallas
Aug 13 2005, 04:55 PM
I'm not doing the work in BF1942/BFV. It's BF2 related. I was hoping I could find an AItemplate that would cause bots to avoid an object, but it looks like barbedwire doesn't work as I would have expected it.
I noticed that fence in BF2 has an AItemplate, but I've been unable to use it for anything else so far.
SHADOW KNIGHT
Aug 14 2005, 09:43 AM
the bots' behaviour can only avoid PCO's, no statics. Coding the barbed wire as PCO could give a solution, but it will lag a lot more.
Dnamro
Aug 14 2005, 11:33 AM
Its not the AITemplates that control what objects the bots avoid -- its the pathmaps. Bots basically ignore objects, even with AItemplates.
My experience is that the primary use of the AItemplates is only Important for the following:
- To allow specific objects such as bridges to be pathed with the smallest possible detail.
- To stop bots from passing through obstacles, primarily bridges.
I have not seen that the cover value is used by the bots or that they actively seek to take cover under or behind objects. Its possible that the total cover value in a strategic area could make the SA more valueable for a defensive strategy, but I have not tested this idea.
To make the bots walk around the barb wire obstacle, make sure that area is pathed on the infantry pathmap.
The reason the game is not pathing out the barbwire is most likely because the Aimeshes are not set up properly.
So you can fix up some Aimeshes that work for you or just edit the pathmaps.
One trick you can use is to edit the the staticobjects.con file and replace the barb wire with another similar sized object that will pathout, and then create the infantry pathmap. After you have a good infantry pathmap, restore your staticobjects.con file.
Of course, If you need more detail on your pathmaps, the best method is to use ED42 for pathmap creation.
cajunwolf
Aug 14 2005, 11:42 AM
The cover value will work. Increase it to much and you will have bots hanging around it like dock workers at a whorehouse lol. DACV also found that by lowering it enough the bots will fire at you while say in a building.
The AITemplates tell the SAI\Bots what the object is and how it can be used.
Death_EnForcer
Aug 14 2005, 01:16 PM
| QUOTE (korben_dallas @ Aug 13 2005, 05:55 PM) |
I'm not doing the work in BF1942/BFV. It's BF2 related. I was hoping I could find an AItemplate that would cause bots to avoid an object, but it looks like barbedwire doesn't work as I would have expected it.
I noticed that fence in BF2 has an AItemplate, but I've been unable to use it for anything else so far. |
Well, since we're talking about BF2. I was thinking that bots are suppose to follow the infantry and vehicle navmeshes. Maybe the aitemplates for the fence are used by the navmesh tool for generating the navmeshes that the bots follow and make the bots avoid the fence. Just a taking a wild guess here.
Dnamro
Aug 14 2005, 03:20 PM
Good Info CW!
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