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AI planning and overlapping hubs/connections

Posted: Sun Mar 12, 2006 4:14 am
by squipple
The whole reason I wanted to start modding in BF2 is because I had a great idea for a map that would involve a couple of large towers with multiple levels.
Only after modeling a good portion of it out and testing the first two levels am I finding that the AI planning may not work for this. With planning routes having to go up stairs, around walls, etc, at many times the hubs and connections would need to overlap one another, and it dosn't seem like this type of map would work.
And, thinking back on all of the shipped maps, the only instance I can think of multiple levels overlapping each other is mustafar, and that's only partially.
Has anyone set up or experienced this while modding? I read back on some of the BF1 threads and got some good info on priorities and fighting. From testing and reading threads and docs, it looks like AI prioritize fighting first, then getting CP's, then following planning.
I also tried to think of any BF1 modded maps, and one instance I could think of was Rends's Coruscant Streets. And AI do tend to collect on that upper level in one area. Rends, maybe you've got some insight into this? Were there difficulties setting up planning in that map?

RE: AI planning and overlapping hubs/connections

Posted: Sun Mar 12, 2006 7:02 am
by Gunjak
yeah that pissed me off too,
thats why the towers in my map dont overlap :P

RE: AI planning and overlapping hubs/connections

Posted: Sun Mar 12, 2006 10:33 am
by Teancum
I know that AI paths could not go on top of each other (say a path on a platform and one below it) in BF1. They may have changed it in BF2, though.

RE: AI planning and overlapping hubs/connections

Posted: Sun Mar 12, 2006 11:22 am
by [RDH]Zerted
According to the docs, AI paths can't overlap.

Posted: Sun Mar 12, 2006 1:40 pm
by squipple
Yes, I read in the docs they can't overlap.
The game has no 3D pathing so like barriers, Planning Paths have infinite height. This must be taken into consideration when constructing maps that involve stacked playing fields. Planning paths cannot overlap but rather must be joined using hubs.
However, I've seen maps with some amount of overlapping, and wondered if anyone found a work-around besides "not doing it".

Posted: Sun Mar 12, 2006 6:11 pm
by [RDH]Zerted
You might be able to get away with connecting the overlaping sections with hubs. Half the bots would stumble around a little bit when they reach the hub, but I think they would find their way after a little while.

Posted: Wed Mar 15, 2006 1:47 pm
by Lord-Bandu
I have the same problem with the Rattatak map . The only thing I can think of is to heighten the terrain each time you put hubs etc on top of each other but not saving the TER file.

Its a long shot.