legacy-Enos Shenk
04-14-2004, 06:00 PM
Well an ONS map ive been working on is pretty much done except for extremely stupid bot behavior in vehicles right at the start. Heres the situation:
The core bases have a tank, a hellbender, and a scorpion. The tank is inside one of those house/ruin/garage meshes from Dria, the bender and scoripion just sit in the open.
The bots go for the vehicles like normal, but once they hop in the bender or scorpion, they immediately jump back out. You hear the engine start sound, and immediately they bail out. They will also hop in the tank, drive it out of the garage, but stop it at or near the first road node, and jump out. Usually then the bot tries a different vehicle and does the jump out thing again. They really only leave the base on foot on regular pathnodes if most of the vehicles are occupied.
The terrain in the area is flat, no crazy bumps, no grade changes except for pulling the tank out of the garage mesh.
Ive completely deleted and rebuilt my road nodes inside the core bases twice, and i keep getting the same result.
Im looking for any sort of tips or hints on making road nodes work right. Ive used them on another map and they worked perfectly.
Does close proximity to regular pathnodes cause any issues? Ive noticed when looking at the map with show paths that some road nodes link to pathnodes, and vice-versa. Ive tried making sure that road nodes link to road nodes, and that didnt help anything either.
Ive got a current copy of the map hosted, but id rather not have my bandwith pounded quite yet (when its released, sure :) ). If youd like to take a look at it and give your advice, PM me and ill send you the URL.
The core bases have a tank, a hellbender, and a scorpion. The tank is inside one of those house/ruin/garage meshes from Dria, the bender and scoripion just sit in the open.
The bots go for the vehicles like normal, but once they hop in the bender or scorpion, they immediately jump back out. You hear the engine start sound, and immediately they bail out. They will also hop in the tank, drive it out of the garage, but stop it at or near the first road node, and jump out. Usually then the bot tries a different vehicle and does the jump out thing again. They really only leave the base on foot on regular pathnodes if most of the vehicles are occupied.
The terrain in the area is flat, no crazy bumps, no grade changes except for pulling the tank out of the garage mesh.
Ive completely deleted and rebuilt my road nodes inside the core bases twice, and i keep getting the same result.
Im looking for any sort of tips or hints on making road nodes work right. Ive used them on another map and they worked perfectly.
Does close proximity to regular pathnodes cause any issues? Ive noticed when looking at the map with show paths that some road nodes link to pathnodes, and vice-versa. Ive tried making sure that road nodes link to road nodes, and that didnt help anything either.
Ive got a current copy of the map hosted, but id rather not have my bandwith pounded quite yet (when its released, sure :) ). If youd like to take a look at it and give your advice, PM me and ill send you the URL.