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Path_corner use


grayman

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I added this note to the Path Node wiki page:

 

"Also note that if the AI is going to stop at a path_corner--perhaps to wait a spell--the path_corner origin should be kept at least 16 horizontal units away from monsterclip and worldspawn brushes. Otherwise, the stopping animation might not look right."

 

Some of you experts might not be going back to the Path Node page in the near future, so I thought I'd post that note here for all to see.

 

Placing a path_corner closer than 16 to monster_clip and worldspawn puts it outside the AAS areas. TDM can handle this, but it can cause some AI sliding depending on how far outside the nearest AAS area the p_c is.

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Is there any max number of linked path corners in one patrol. I've got a particularly long path of around 20 path corners and the AI just will not proceed past about 16. It's well clear of monsterclip and other obstacles. I gave up today and will look at it again tomorrow. Wasn't going to post but this reminded me.

 

Likely tomorrow I'll clear the area even more. Currently there are bushes and trees but a gap of about 90 units so plenty of room. Maybe some bush has a bigger clip than I thought - although I think it's foliage is non solid anyway but perhaps it might affect path calcs?

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Is there any max number of linked path corners in one patrol. I've got a particularly long path of around 20 path corners and the AI just will not proceed past about 16. It's well clear of monsterclip and other obstacles. I gave up today and will look at it again tomorrow. Wasn't going to post but this reminded me.

 

There's no limit. All the AI knows when he reaches a path_corner is information he gleans from it about the next path_node. He remembers his most recent path_node and the next, but nothing beyond that.

 

So whether you have 16 or 20 shouldn't matter. You could probably prove this to yourself by placing all your p_c's onto a flat floor with nothing else around, and see how the AI behaves.

 

 

Likely tomorrow I'll clear the area even more. Currently there are bushes and trees but a gap of about 90 units so plenty of room. Maybe some bush has a bigger clip than I thought - although I think it's foliage is non solid anyway but perhaps it might affect path calcs?

 

Non-solids don't affect path calcs. The only func_static that affects pathing is one the AI is bumping into at the moment of calculation. The AI will notice if other AI are in the way, and whether something's sitting on the point he's trying to get to. But nothing beyond that.

 

 

 

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