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Simple follower-AI improvement


ISAWHIM

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The follower-AI has a big issue with allowing the follower to walk in front of the player. Directly in the "line of sight". Both when the player is moving, shooting and setting-up a stationary shot.

 

To help address this issue, the AI needs to have a few things setup...

 

1: When aiming, in general, and when stationary, the AI should "avoid", if possible, walking in front of the players "Near cone of view". (The AI currently will select a "standing position", directly between the player and any source which the player is trying to look at, or aim at. The AI should avoid this area a possible "stand location" and, if possible, it should avoid trying to walk through this cone of sight, unless it has no choice. Also, if standing in that line of sight, it should attempt to move out of that line of sight, if it can, after a short period of time, so the follower is not "dancing back and forth", trying to constantly move out from in front of the player. The AI should also favor "standing behind the player", where possible.)

 

2: When the player is moving, the AI should also attempt to move out of the directional path of the player. As opposed to standing in doorways, or hallways, etc... Assuming that, if possible, they too, should start moving in the same direction that the player is walking, if they can and they can't get back behind the player, due to the same blockage. (Not sure if it is possible, but a temporary reduction of the AI's "collision box" would be a bonus, when the AI can not find a clear path "back behind the player", or if it can't "get out of the way", in a narrow space. Happens in doorways, bathrooms, closets, narrow halls, etc. Honestly, the player should have almost no collision with the follower, exactly for this simple reason. That includes having a smaller "hit box", since there is no "friendly fire", but the followers seem to be indestructible anyways???)

 

3: When the player stops walking, the follower should make an attempt to stop and go into "high alert", after doing an "about face", if there is no present danger in front of the player. (Watch my back! Because we may be running from danger and "I have the front covered".) Only for a short moment, so they can decide which is the more present threat. As opposed to determining that the threat is greater behind them, after getting shot in the back of the head, or you get shot in the back of the head or back. Again, avoiding going in front of the player, so they are not trying to shoot through you, behind you, at the enemy creeping up on you, or the enemy that was following you.

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