BlahBlahDEEBlahBlah Posted July 19, 2016 Share Posted July 19, 2016 I have a cat that just will not patrol/move, other than in a small circle of 2 feet in diameter.Walk a step, sit down, lick, stretch, walk a step or 2, etc...but not in any way following the patrol data (and certainly not interacting with any of the furniture idle animations, ie catsunning, along the way).While not uncommon for a house cat in reality, there should be no real magic to it working in game.I've set a patrolidlemarker (5 stops, but have tried less/more) loop for it.Linkref'd the cat to one of the looped markers.Designated each marker with it's stay time.Navmesh'd the area.Not crossing any cell borders.The cat is using the EncHouseCat template.Vanilla packages (Edit: I take that back, as I forgot that I set Wander to True).AI data is slightly changed to be a part of playerfaction & playerfriendfaction, with aggressive, average, and "helps friends and allies". Also, set to Invulnerable and Essential.Edit: Also, cat is set to scale ~8.0.Again, there shouldn't really be any magic to doing patrols (the enemies in the area are performing to par)...but this cat is being much too much like a real cat, and not wanting to be herded. =/Any ideas?P.S. It will run away from enemies, however, sometimes all the way across the cell. Link to comment Share on other sites More sharing options...
devonapple Posted July 19, 2016 Share Posted July 19, 2016 I know there are other AI settings, such as aggression level. Is patrolling supposed to include attacking? Link to comment Share on other sites More sharing options...
BlahBlahDEEBlahBlah Posted July 19, 2016 Author Share Posted July 19, 2016 Patrolling is what it should be doing when it has no outside influence. Idle stuff, like when a raider is walking back and forth through a room, admiring a photo or two, before noticing you (and, thus, firing upon you). Link to comment Share on other sites More sharing options...
BlahBlahDEEBlahBlah Posted September 18, 2016 Author Share Posted September 18, 2016 Replying to another post reminded me to come back here and post the solution I had.ÃÂ My problem here was the AI package location radius value was too low, given the extreme large size of the cat and litterbox..., err, I mean sandbox. =PRaised it to 10240 (from 512) and works like a charm. =PÃÂ ...well, mostly works...the cat still won't jump on top of furniture that it would normally be able to (via animations already in game, currently just goes to the location where it *would* jump, stands near for the stated duration, and then moves down the patrol line to the next idle)...but c'est la vie, I'll take what I can get for now. ;-) Link to comment Share on other sites More sharing options...
RaffTheSweetling Posted September 18, 2016 Share Posted September 18, 2016 ...well, mostly works...the cat still won't jump on top of furniture that it would normally be able to (via animations already in game, currently just goes to the location where it *would* jump, stands near for the stated duration, and then moves down the patrol line to the next idle)...but c'est la vie, I'll take what I can get for now. ;-) Does the furniture need navmesh on it for that to work maybe? Link to comment Share on other sites More sharing options...
BlahBlahDEEBlahBlah Posted September 18, 2016 Author Share Posted September 18, 2016 ...well, mostly works...the cat still won't jump on top of furniture that it would normally be able to (via animations already in game, currently just goes to the location where it *would* jump, stands near for the stated duration, and then moves down the patrol line to the next idle)...but c'est la vie, I'll take what I can get for now. ;-)Does the furniture need navmesh on it for that to work maybe?Hmm...It's a thought, for sure.I mean the furniture is navmeshed by hand when I do the rest of each cell, as they are so large that they are essentially just platforms (as flooring, stairways, etc would be). However, maybe I should navmesh them as if they were *actually* platforms (object window>right click object>navmesh). Can try it...but if I were to navmesh, for example, a chair and then scale it to the size I need, does the navmesh scale with it?Otherwise, I guess I'd have to edit the base model to be the correct scale (couple different ways to do that) beforehand, then navmesh it? Quite a bit more work, for sure, but if it's only 3-4 objects... On the other hand, a chair (again for example) at normal size isn't navmeshed and a biped npc can still sit on it if you plop an 'sit' idle on it, right? Pretty sure, but I don't remember. Again, something for me to think about, for sure. Thank you.Eating, drinking and sunning works now (because it's allowed to go far enough), and that's great (no more turning in circles on it's heels), but jumping on the furniture would still be nice. Edit: I did also raise the "Allowed Height" to 1000 (in the AI package) in an attempt to fix it at the same time as I did the radius edit, but I might be misunderstanding what that setting means. Might throw that height wide open and up it 10000 just for testing, before testing with Object Navmesh (I guess we'll call it that...?). Link to comment Share on other sites More sharing options...
greekrage Posted September 19, 2016 Share Posted September 19, 2016 (edited) just my two bits.. I have put a couple of cats in my spectacle island mod were there is a picnic table at the lighthouse i made and set the cat on table animation .What i noticed is that were you put the marker thats exactly where the cat hops and sits..even without furiture.I noticed this cause i had the animation too close to the table and cat would climb and sit in mid air...Maybe for the animation to trigger it has to be a NPC furniture type not just any random object. Edited September 19, 2016 by greekrage Link to comment Share on other sites More sharing options...
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