Development Cycle Archive
Thread: Test Center Update Notes (#2) Mar 31, 2004
Corellian Corvette: Neutral corvette should no longer flag anyone overt.
Well, there goes my all my harvester sales. Business is going to be SLOW from now on.
Seriously though, this is probably a good change, provided that they do not warp right on top of the player again, but just one or two meter on the other side of the harvester (or structure)
/cheer!
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.
Please post here if you see any issues with these new changes.Thanks!
WOOO!!!! No more soloists using harvs to tank!
Good work! Keep it up and thanks for the patch notes!
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.
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.
If there is really no way for a mob to get at me (think: wall of Naboo houses), then it shouldn't be able to get at me -- and I shouldn't be able to shoot it. Why not work on that end? Nobody would bother to exploit harvesters if they couldn't fight through them.
There WAS a system like this that was introduced during vehicle publish testing, and was removed along with the cool HAM system there was (in which specials didn't damage you, but instead lowered your stats for a few seconds). They could just fix the bugs with that and implement that (I think it is waiting for the full combat pass), but this seems like a temporary fix until that time comes along.
antares
master pikeman
Why not make it so MOBs are not affected by obstacle terrain objects? They keep their pre-patch behavior and just walk right through harvesters, houses and other obstacles? I’d rather have a critter jump out at me from under a house than magically appear on top of me.
2cents
"AI will now warp to the desired location after getting stuck for several seconds"
Ugh... well I hope it is better than thw warping thathappened a few months ago... isn't it possible to just move the MOB to be infront of the obstacle instead of on top of you when it gets stuck?
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.
Like General Kenobi said in one of the most recent episodes of Clone Wars (the new animated series - the first Star Wars animated series innearly 20 years)
"I have a very bad feeling about this..."
biwan:
Well, good luck with that. I just hope this isn't the return of the notorious warping bug.