AI planning and overlapping hubs/connections
Posted: Sun Mar 12, 2006 4:14 am
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?
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?