SKKmods Posted March 6, 2018 Share Posted March 6, 2018 (edited) Inspired by Greslin's Pack Attack I am doing some work on pre-combat stalking engagements to switch npc packages smoothly from ambush > sneak > walk > run and back again depending on closing distance and LOS detection. The switching mechanics for Travel procedure packages are all fine, but the AI response time, path calculations and movement speeds are rather poor. NPCs cant keep up with a divergent running player, so they lag until 3d unloads at around 2x uGridstoload or fLODFadeOutMultActors and they have to be scavenged out (same as the long "stuck offscreen NPCs" saga from my instant battleground spawning). 1. For pathing I observe NPCs switch from hold position/ambush to movement, running off on a diverging tangent to the player before looping in. I expect dogs to do that in combat not humans pathing out of combat. I have been faffing with Use Dynamic Goals, Use Preferred path and such settings but documentation is zero and I don't observe much effect from them, any experience with this ? 2. Update: Package preferred speed in game units/second for a L1 human lvlRaider not in combat with 3d loaded in active uGrid area (based on 100 x 5 second samples each). Seems to be related to but not exact values for race/movement types: Always Sneak 65Walk 100Fast Walk 120Jog 230Run 350 Edited March 7, 2018 by SKK50 Link to comment Share on other sites More sharing options...
SKKmods Posted March 7, 2018 Author Share Posted March 7, 2018 Forget xp, health and damage re-balancers; just configuring a hostile npc team to all run @350 to an engagement (rather than default dawdle @100) when one of them is detected or in combat totally amps up the mob experience from manageable to insta-death. Ouch. Must be similar to folk dialing down the feral pack movement speeds ... Link to comment Share on other sites More sharing options...
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