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Problem with move to actor (solved)

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    Problem with move to actor (solved)

    Hello,

    i try to get my enemy paw on a patrol via kismet. i have a list of navigation points wich is checked if a point is in line of sight, then transfered to another object list. then i randomly access the list and give this object to the move to actor node.

    it works for some time, then the enemy gets stuck oscillating between 2 points an i dont know why. the move to actor node is always abording. nothing is blocking the pawn, the navigation lines are green an the are more then 2 possible nav points around.

    how can i figure out where the abort is caused?

    #2
    Why not use the abort link on the node to do something? Also, what's the actor the pawn is moving toward?

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      #3
      It may be getting stuck in a loop, the kismet. A picture of your Kismet would help.

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        #4
        I tried making the pawn move toward my player and it didn't work in kismet. Just doesn't.

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          #5
          Move to pawn doesn't work. Hasn't been working for a very long time now. Move to a pathnode should work just fine.

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            #6
            my enemy pawn is walking from one pathnode to another, not to another pawn. once arrived at a pathnode the random function gives the move to actor a pathnote in range. sometimes its works, but most the time the gets stuck between 2 points. the enemy pawn walks around a bit, like he should, then the move to actor aborts ever other movement but betwenn the 2 points (like in the picture). i cant figure out why. sometimes he moves on, sometimes he doesnt.

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              #7
              Did you label the nodes and use show name output or something like that? It will tell you what the pawn is doing when it's doing your sequence. It's a pretty good debugging method.

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                #8
                I think i found a solution. i let the enemy pawn walk only 1 pathnode at a time, this means he cant see a pathnode thats more than 500 units away. the pathnodes have to have more or less than 90° to each other (?!) also the move to actor doesnt like pathnodes that ar connected to an other pathnode and the pathnode behind it.

                i know it sounds a bit strange, but it works now.

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