Despite the fact that I think that the game itself is inferior in many ways to SoC - I do actually think that it'd be well worth seeing the established SoC modders switching over - if only for the fact that CS has introduced "smart_cover" - I haven't quite got it figured out yet, suffice to say that it does vastly improve the combat AI...or at least the potential is there. Then of course you've got the very high likelihood than
everything that GSC has either disabled or removed could be added in again.
Apologies for taking this thread off topic.
Umm...here's some useless on topic jargon that everyone likely already knows:
- Code: Select all
[yan_walker_zombie_cut6_way_9a_walk]
points = p0,p1
p0:name = name00
p0:position = 28.2933578491211,0.0541299991309643,-60.3340301513672
p0:game_vertex_id = 1246
p0:level_vertex_id = 72950
p0:links = p1(1)
p1:name = name01
p1:flags = 0x1
p1:position = 30.1505451202393,0.0539500005543232,-52.6864929199219
p1:game_vertex_id = 1246
p1:level_vertex_id = 73969
p1:links = p0(1)
NB: This is not a good example of the following text - the path above is simply a two point loop (p0 to p1 - p1 to p0).
Hmm, I guess that if there's one thing I've learned about using waypoints it's that you can actually have too many as well as too few. I believe that the engine actually reads the destination and sets it as the priority target - so having too few points can result in an NPC moving towards that destination quite some way before they'll very abruptly change direction to move to the next waypoint on the path. Hope that makes some sense. On the flipside, although having many points will likely have the NPC adhering very well the to path, if the movement state is set to anything but 'walk' you will also be witness to very abrupt changes in the AI movement speed - i.e. if the NPC is aiming at point 3 with the
|a=run command, it will still enter a 'walk' state as it crosses point 3, even if point 4 is also set as
|a=run. So to summarize: In order to achieve a degree of believability, choosing the right positions as well as the right number of points in a path can be quite important.
There we go - back on topic.
