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Author Topic: Forcing AI to walk in to buildings...?  (Read 614 times)

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xCIA_BlackThorn

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Forcing AI to walk in to buildings...?
« on: 20 May 2005, 21:28:03 »
I have used the scripting (   Hint Format ["%1",getpos Player]   ) to get my Cords by radio, and then I went to the House I wanted my guy to walk in to and made a set of Cords in straight lines. Example:
Code: [Select]
_unit = _this select 0

#Walk
;1
_unit Move [9324.71,9407.17,-3.21482]
~5
;2
_unit Move [9328.82,9405.7,-2.98426]
~5
;3
_unit Move [9325.75,9398.99,-2.98003]
~5

etc...   But when I test it, the guy to be walking will not enter the structure, I know my Cords system works because if the house is not there he will move to the points no problem.  Maybe there is a way to make the AI 'ignor' the walls and walk the path I give him? The path is straight from the front door to the center of the next opening to walk straight to the next opening and so on.   Any Ideas?

Offline Planck

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Re:Forcing AI to walk in to buildings...?
« Reply #1 on: 20 May 2005, 21:33:32 »
Most, if not all, enterable building have 'positions'.

You can order units to the buildings 'positions'/

unitname move (buildingname buildingPos 1)

for example.


Planck
« Last Edit: 20 May 2005, 21:52:29 by Planck »
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Offline sharkyjoe

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Re:Forcing AI to walk in to buildings...?
« Reply #2 on: 20 May 2005, 21:48:32 »
I'm also using the coord. point to point walking method. My civies walk around the buildings instead of going through openings. Then again, my Town is Lapany, that has a bunch of arched walk throughs. The best one is to use the building position. Look at my thread not to long ago http://www.ofpec.com/yabbse/index.php?board=6;action=display;threadid=23225  and  then go to Bedges This thread. I used the marker method and my guy goes right to the spot on the third floor. Hope this helps
« Last Edit: 20 May 2005, 21:51:32 by sharkyjoe »
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