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Dark Physics & Dark A.I. & Dark Dynamix / just started with dark ai

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indi
22
Years of Service
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Joined: 26th Aug 2002
Location: Earth, Brisbane, Australia
Posted: 7th Dec 2006 03:10
Ive only recently installed my distro of this great package.
Any heads up or pitfalls I should know about before i start?

JerBil
20
Years of Service
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Joined: 8th May 2004
Location: Somewhere along the Z axis...
Posted: 7th Dec 2006 17:39
One thing not clear to me at the first was the relation between
Obstacle size and AI Set Radius.
If, for instance, you enclose an area using Obstacles (vertex),
then AI Set Radius will vary the actual size of the enclosed area.

The picture makes this clear. The white lines show the enclosed area and how Set Radius changes it.

In my case, ten seemed to work better than say one.
Your milage may vary.

Ad Astra Per Asper

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indi
22
Years of Service
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Joined: 26th Aug 2002
Location: Earth, Brisbane, Australia
Posted: 8th Dec 2006 01:15
hey thanks, that makes sense.

indi
22
Years of Service
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Joined: 26th Aug 2002
Location: Earth, Brisbane, Australia
Posted: 8th Dec 2006 08:33
Ive noticed also if you create a static area over a waypoint the monster stops.
something ill have to avoid in the future i guess.

A question however: How can I make the AI entity look at the player and then travel on faster then it is currently set, they appear to take a while to get back to the waypointing.

JerBil
20
Years of Service
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Joined: 8th May 2004
Location: Somewhere along the Z axis...
Posted: 8th Dec 2006 16:20
Don't know about speed, but evidently when you make an obstacle
it resets the waypoints. Dark AI Help file is your friend.
Also use Ai Debug to see where things are located.

Zero is the container and 2.5 is the height you want it displayed at.
Use a keypress to toggle debug show and hide.



Ad Astra Per Asper
indi
22
Years of Service
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Joined: 26th Aug 2002
Location: Earth, Brisbane, Australia
Posted: 9th Dec 2006 01:37
erm how does that apply to my question regarding the timing issue.
I was already aware of those commands.

JerBil
20
Years of Service
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Joined: 8th May 2004
Location: Somewhere along the Z axis...
Posted: 9th Dec 2006 03:30
It was in reference to creating a static area over a waypoint, and I
don't know about the timing issue.

Thought you probably knowageable, but since you just started with AI I took a chance...

Ad Astra Per Asper
indi
22
Years of Service
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Joined: 26th Aug 2002
Location: Earth, Brisbane, Australia
Posted: 9th Dec 2006 10:21 Edited at: 9th Dec 2006 10:21
no dramas mate, thanks for the support.

Ive got the monsters walking around in the maze with dynamic way points, but they point to the next way point while walking down a tunnel, so instead of walking straight down the tunnel they are facing to the next waypoint.

perhaps you know how to keep them pointing in the direction they are walking?

JerBil
20
Years of Service
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Joined: 8th May 2004
Location: Somewhere along the Z axis...
Posted: 9th Dec 2006 13:38
I've not used waypoints, but shouldn't the next point be placed straight ahead of him
except at a corner when he would turn anyhow?

Ad Astra Per Asper
indi
22
Years of Service
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Joined: 26th Aug 2002
Location: Earth, Brisbane, Australia
Posted: 10th Dec 2006 00:37
Looks like I will need more way points then
Now how would i get the computer to plant them in the maze without creating a waypoint around a corner.? hmmm gotta go on holidays for a few so ill check back in a few days.

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