gnounc wrote:Pretty sure in that screenshot, there should be a jump or rocketjump waypoint over the obstacles between a and the player,
In this example, there isn't. The current logic is: if(the bot gets stuck) UseWaypoints() - and current ai returns A as the 'final waypoint'.
gnounc wrote:
there should also be a waypoint at or very NEAR the player.
The thing is, even if there was, in an open area such as this, it's easy for the owner to follow the blue path and not come into direct contact with
any waypoint. During my testing, I've has to switch waypoint visibility on, so could see the waypoints and intentionally walk into them. This can't be normal.
gnounc wrote: From that waypoint, there should be a path to b, between the obstacles, and to a. The scenario you show appears to just not have enough waypoints. 2 waypoints for that screenshot is an absurdly small number.
True, I've tried to use as few as possible, only put waypoints such that players always have a direct line of sight to one. Maybe that's not enough in certain environments.
Yes, I can see how this works with the waypoints on narrow paths (where a player MUST touch them, but what about (eg) the one on the bottom right, on the floor?
I guess there's 2 questions, the answer to either would solve the puzzle:
Q1: How do the ai Gurus ensure that waypoints detect players in open spaces? (or is 'just make more waypoints' the solution?
Q2: How can the ai know if a bot can fit in a gap? (I suppose a wp on the other side of the gap would solve this particular situation)
Hmm .. I'll try more waypoints, and report back. Thanks for the feedback!
ps is there any reason ppl don't make waypoints of different sizes? To make sure they are triggered in large areas?