Unlimitedrevolver Posted July 26, 2011 Share Posted July 26, 2011 (edited) I've been wondering about this, and I know it's probably a limitation with the game's engine.My question is about the NPCs' navmesh(?).Is it possible to make an AI recognize the objects in front of it and get it to:1. jump over the object or2. go around the object ?Would you have to write a new engine to do this? Edited July 26, 2011 by Unlimitedrevolver Link to comment Share on other sites More sharing options...
KingGsterUK Posted July 26, 2011 Share Posted July 26, 2011 ...... I have no idea. Although maybe you could write a script that tells the actor to jump, (i don't know if there's a command for that but maybe there's a work around) IF the actor IS moving but HASN'T travelled any distance AFTER a certain length of time. If the guy's just running into a table or small wall, say for about 3 seconds, the script would trigger. I think it's impossible to do it with the AI but it should certainly be possible to do with a script. Then again, I am no scripter. Link to comment Share on other sites More sharing options...
WarRatsG Posted July 26, 2011 Share Posted July 26, 2011 I'm pretty sure NPCs can't jump. Ever. Also, so long as pathgrids are well made, the actor should automatically dodge objects. This is because NPCs travel by waypoints, which are all connected together. Problems occur when someone places an object between 2 connected waypoints - this is when you see NPCs getting stuck and just walking into a table - but they are smart enough to eventually turn around and attempt a different route. There are situations and scripts that alter this. For example in combat, they have a much less rigid system of movement. This is why sometimes you will see someone running backward off a cliff during a fight. You can replicate this behaviour outside of combat with certain scripts, but it causes a lot of problems outside of controlled sequences. So yes, while an NPCs pathfinding is far from perfect, it accomplishes what it is made to do. Sure you get the odd guy trapped behind a door, but he will eventually work it out, even if you have to give him a slight push. Link to comment Share on other sites More sharing options...
Unlimitedrevolver Posted July 26, 2011 Author Share Posted July 26, 2011 I'm pretty sure NPCs can't jump. Ever.Halo: Reach NPCs can jump, although, I sense you were talking about Oblivion only. Also, so long as pathgrids are well made, the actor should automatically dodge objects.I brought this up for the times that they aren't made. So yes, while an NPCs pathfinding is far from perfect, it accomplishes what it is made to do. Sure you get the odd guy trapped behind a door, but he will eventually work it out, even if you have to give him a slight push.lol, I wasn't saying that the path-finding was bad really. I was just wondering if through a very time consuming script, you could get the NPCs' AI to be more intelligent(enough to not have to use waypoints). Link to comment Share on other sites More sharing options...
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