Development Cycle Archive
Thread: Test Center Update Notes (#2) Mar 31, 2004
Rogue_5 wrote:
Here are the notes for the latest update.
AI pathfinding: AI will now avoid structures such as harvesters and large rock formations when trying to close in on a target in combat. In cases where the AI still gets stuck in this situation, AI will now warp to the desired location after getting stuck for several seconds.
Rogue_5 wrote:
Here are the notes for the latest update.
AI pathfinding: AI will now avoid structures such as harvesters and large rock formations when trying to close in on a target in combat. In cases where the AI still gets stuck in this situation, AI will now warp to the desired location after getting stuck for several seconds.
Corellian Corvette: Neutral corvette should no longer flag anyone overt.
Please post here if you see any issues with these new changes.
Thanks!
AI pathfinding: AI will now avoid structures such as harvesters and large rock formations when trying to close in on a target in combat. In cases where the AI still gets stuck in this situation, AI will now warp to the desired location after getting stuck for several seconds.
does this mean Krayts will stop getting kited and stuck in my shuttleport?! ![]()
if /find works in a city, and locates and draws a path thru the city, around obstructions, why cant the same pathing be utilized by mobs?
Teach the krayts to /find victim.
hawkbatleader1 wrote:
if /find works in a city, and locates and draws a path thru the city, around obstructions, why cant the same pathing be utilized by mobs?
Joshie2 wrote:
hawkbatleader1 wrote:
if /find works in a city, and locates and draws a path thru the city, around obstructions, why cant the same pathing be utilized by mobs?
/find appears to be based on pre-defined pathing nodes, like EQ's mob navigation or the bots in FPS games. It only works in NPC cities and often takes nonsensical detours instead of the shortest path. It's not possible to create a node system to cover the entire game area because players are able to drop harvesters, houses, etc pretty much anywhere. EQ could get away with it because they didn't have any player-placed structures.
Then instead of mob warping, lets use the EQ example once again, and just make player structures not stop AI. Remember in EQ that the building did not stop the mobs, they just walked thru the walls and continued attacking.. this was a direct change because of the same issue we are now having in SWG.
(yells) *BUY YOUR KRAYT PEARLS NOW BEFORE THEY GET EVEN MORE EXPENSIVE, ONLY 15 MILL FOR A GREAT PEARL, COME GET THEM WHILE THEY ARE HOT!*
Could I suggest putting in the AI changes without the warping as a first step. Then see how this plays out on the test center.
This would allow valuable feedback on the AI improvements (without being confused over warping events).
It would also allow you to guage whether the Warping is really needed and to more closely tweak it before making it live.
Both changes in one shot seem to me to be overkill, and I don't think you want to add such a change to core combat without careful testing and consideration.
Is this same improved pathfinding going to help all the poor NPC's that are clumped up behind the Coronet Cantina?
here we go again. gonna go prone at 50 meters, attack, have myself warp backwards 20 meters to "out of range", have the MOB warp 70 meters right onto my head and incapp me. i can't wait!!!!!!!!
yay soe!!!!!