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AI not walking through visportals?


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#26 grayman

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Posted 02 April 2011 - 04:43 PM

Curiouser and curiouser. I just updated SVN and tried the map again, with the player start moved right to the visportal in question, and the AI charged me normally.


Check your messages. The problem in that area might not involve the visportal.

#27 Springheel

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Posted 02 April 2011 - 04:55 PM

Just tried it after moving the player start back, and things still worked as they should. So something in the last few days was added to SVN that fixed it, I guess. :huh:

Anyway, thanks for the help. I can keep working now without wanting to put a bullet in my hard drive.

#28 Bikerdude

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Posted 20 August 2017 - 10:29 AM

What was the fix for this in the end, as I am now having this with a single VP. There are no MC brushes intersecting it and all sides are nodraw etc.The only thing this VP has is a info_locationseparator intersecting it and 4 smaller vp above but offsett.

 

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#29 Obsttorte

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Posted 20 August 2017 - 03:17 PM

Try moving the vp a bit.


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#30 Bikerdude

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Posted 20 August 2017 - 03:28 PM

Try moving the vp a bit.

rotated, moved it relocated to around the corner and get the same issue.



#31 demagogue

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Posted 20 August 2017 - 07:56 PM

This was one of my first questions back in 2009. In my case, it meant one of the VP's sides used a texture other than nodraw. All other textures must be nodraw or AI won't go through them.

Edit. Sorry, I see you already explained they were like that. In that case I don't know. I'd make it again from scratch is my only idea now. Could also be a coincidental problem with the pathfinding there maybe.
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#32 Obsttorte

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Posted 21 August 2017 - 02:55 AM

Can you post a screenshot of the floor at that specific location with the drawing of the aas areas enabled?


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#33 Bikerdude

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Posted 21 August 2017 - 01:31 PM

Can you post a screenshot of the floor at that specific location with the drawing of the aas areas enabled?

Will do.



#34 Sotha

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Posted 21 August 2017 - 02:35 PM

I got a VP gone haywire when I made Knighton's manor. In my case, the VP was wrecked by monser_clip brush that intersected the VP. It once I made sure nothing penetrates the VP the problem went away. Afterwards I've been ultra-sensitive of having VPs not being intersected by any worldspawn brushes, and also having the VPs fitting snugly on the surrounding worldspawn brushes. I also create VPs with the DR "create visportal" function (right click).

 

Never had much VP woes afterwards.I hope this helps.


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