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Card-playing AI questions


Springheel

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I'm trying to setup some more robust AI prefabs, and I'm having a few issues with our card-playing AI.

 

1. If an AI has no pathnodes, and the spawnarg "sitting" "1", he will sit right where he is at map start. After searching, he returns to the same spot and sits again. However, he isn't entirely accurate about getting to exactly the same spot, which results in him sitting off the edge of his stool. Is there a spawnarg that reduces the position tolerence for AI in this situation?

 

 

2. Right now, when card-playing AI are alerted, their cards go flying through the air like a missile. it looks silly. It would be preferable if they were just destroyed when unbound from the AI, but I'm not sure how to do that. The cards have the spawnarg: "unbindOnalertIndex" "3" while unbinds them when the AI hits alert 3. They have "remove" "1", which I thought was supposed to destroy them when they were unbound, but it doesn't appear to work.

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1. Set "startpos_tolerance" "8" on the AI.

 

If that's too sloppy, try smaller numbers until it works. Small numbers might bring on circling, though.

 

2. "remove" just says to remove the item when the AI dies or is KO'ed. We could create a new spawnarg for objects that removes them from the game when unbound.

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2. That might be desirable. We got around it for things like the steel for relighting by destroying it after x seconds. That doesn't work for things that are in existence for an unknown amount of time though.

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Just a random thought on the card playing AI's:

what will happen when they return from the alarm state?

Will they continue playing cards with empty hands?

I seem to recall having seen that happen quite a while ago, but I am not exactly sure in which TDM release or in what mission.

That would look pretty awkward as well.

Maybe a check should be added which prevents them from doing so, in case it isn't there already.

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That can't happen, as the cards control the behaviour. Once they're dropped ai revert to normal behaviour.

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