Help on Pathing
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- jangoisbaddest
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Help on Pathing
When the filter says "small, medium, huge", what exactly does that mean? Are the heavy classes the demolitions, or what? Can someone specify which filters target which classes?
- EraOfDesann
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- jangoisbaddest
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ya, I think the only thing you can do is those hint nodes. Remember AI units will always take the Shortest path you make![GT]EraOfDesann wrote:I'm 99.9% sure that you can't isolate classes. They all are catagorized as "soldiers." If you explain what you're trying to do I could help you out. You might be wanting "AI Nodes" which give certain classes certain commands.
- jangoisbaddest
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Basically I'm trying to syphon a small amount of bots onto platforms above the battle, while most of them continue underneat them (not overlapping, of course). I want as many of them snipers and engineers as possible, because there are turrets up there that require building (wish they would just start out built) and great sniping posts. But what your saying is that the bots won't take that path if it is not the most direct to the command post? Or will it just not be as popular (that's what I want anyway, because I want most of the battle down below while a select few spray fire from the platforms above, kind of like Kashyyyk docks, only one can easily fight enemies below you from these platforms).
- [RDH]Zerted
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It will take some scripting, but you can force different classes to take different paths. Do this with dynamic barriers. You need to setup barriers and regions around the location you want the snipers to split off of the main path. Have these barriers disabled by default. When a sniper (or other class you want) enters the region, enable the barriers. Box in the unit with barriers and make sure the only way the unit can exit is through the path you want it to take. This will force the unit to go in that direction (make sure it has a way to get down). When the unit leaves the region, disable the barriers.
You need to keep the barriers as close as possible to the unit and the split location. You don't want to mess up all the other nearby units.
You can control how many units are blocked into the path by using variables. Send one out of every three snipers up there or whatever you want.
You also want to check and make sure the unit isn't a human. People will get mad if you keep locking them up. Hmmm, gives me an idea for an invisible maze map...
To prevent units from getting trapped, you can set a timer to disable the barriers after a certain amount of seconds if the unit hasn't left. You don't want a sniper dying in there and getting the barriers stuck up for the rest of the map.
I think if you set a turret to full health it starts built, but I haven't tried it. Some turrents are built at the start of some campains, so its possible.
You need to keep the barriers as close as possible to the unit and the split location. You don't want to mess up all the other nearby units.
You can control how many units are blocked into the path by using variables. Send one out of every three snipers up there or whatever you want.
You also want to check and make sure the unit isn't a human. People will get mad if you keep locking them up. Hmmm, gives me an idea for an invisible maze map...
To prevent units from getting trapped, you can set a timer to disable the barriers after a certain amount of seconds if the unit hasn't left. You don't want a sniper dying in there and getting the barriers stuck up for the rest of the map.
I think if you set a turret to full health it starts built, but I haven't tried it. Some turrents are built at the start of some campains, so its possible.
If you don't have any vehicles on your map (or the vehicles can't get where the split-paths are) and you are willing to make a new side, you can do it more easily. Small/Med/Huge/etc are just names for which types (0,1,2,etc) should take that path. You can set the type for an individual unit in its ODF (AISizeType, I think, check the CIS side)...so if you want only snipers to take the path, make the path for say, Huge, then make a sniper unit whose AISizeType is Huge, and voila - only he will take that path, provided none of the other loaded units are Huge also.
Zerted - barriers aren't physical things, they're hints for AI only. They have absolutely no effect on player characters.
Mike Z
Zerted - barriers aren't physical things, they're hints for AI only. They have absolutely no effect on player characters.
Mike Z
- jangoisbaddest
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