Comments (5)
This can be fixed, but would require recompiling the maps. Basically, it looks like the JA maps screwed up in a number of areas, including the npc "do not enter" zones. JK2 ones seem fine though.
from openjk.
Is that how NPCs figure things like jumping too? Or is that part of their AI?
from openjk.
If there's a DONOTENTER brush in the way, they won't cross it under any circumstances.
Sent from my Windows Phone
From: dusty22mailto:[email protected]
Sent: 4/11/2013 7:34 PM
To: Razish/OpenJKmailto:[email protected]
Cc: eezstreetmailto:[email protected]
Subject: Re: [OpenJK] Jedi AI avoiding cliffs/pits? (#89)
Is that how NPCs figure things like jumping too? Or is that part of their AI?
Reply to this email directly or view it on GitHub:
#89 (comment)
from openjk.
So I'm guessing there's no easy way that an NPC could figure out a map area was a fall without appropriate mapping? I'm not trying to be a prick, I just think if it was any kind of simple (when it comes to coding that is) that it'd be nice if Jedi would watch out for unmarked falls at least somewhat.
from openjk.
Not really easy. The closest you could feasibly get would be some kind of navmesh system. While some people have coded this before, it's sorta never really put to practice as of yet. You're looking at a fairly major navigation rewrite which may cause more bugs than it fixes.
Date: Fri, 12 Apr 2013 14:53:40 -0700
From: [email protected]
To: [email protected]
CC: [email protected]
Subject: Re: [OpenJK] Jedi AI avoiding cliffs/pits? (#89)
So I'm guessing there's no easy way that an NPC could figure out a map area was a fall without appropriate mapping? I'm not trying to be a prick, I just think if it was any kind of simple (when it comes to coding that is) that it'd be nice if Jedi would watch out for unmarked falls at least somewhat.
—
Reply to this email directly or view it on GitHub.
from openjk.
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