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perceptionBow  |
Beginner | Member since: 01.11.2010, 16:37 | Posts: 19 |
Likes: 0 |
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Post Topic: differences AI/Physics - Switch to game Posted 21.11.2011, 23:06 |
Hi I've made a flow graph for this AI behavior 1. select a weapon (LAW) 2. shoot at player for 5 sec so if I click in the Editor the AI/Physics button it works fine, if Ctrl+G for 'Switch to game' it doesn't work. What I've to change?
Thanks
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andrey_filantrop  |
Uber Modder | Member since: 25.01.2010, 15:54 | Posts: 1719 | Location: Moscow, Russia |
Likes: 9 |
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Post Topic: Re: differences AI/Physics - Switch to game Posted 22.11.2011, 11:32 |
Use ai_ignore node in this case. Ignore at the beginning, hostile after shooting.
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the_grim  |
Superstar Dolphin | Member since: 16.08.2004, 10:46 | Posts: 9498 | Location: Finland |
Likes: 36 |
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Post Topic: Re: differences AI/Physics - Switch to game Posted 22.11.2011, 12:15 |
Make sure you generate AI navigation so the AI is capable of detecting the player and shooting at him.
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perceptionBow  |
Beginner | Member since: 01.11.2010, 16:37 | Posts: 19 |
Likes: 0 |
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Post Topic: Re: differences AI/Physics - Switch to game Posted 22.11.2011, 23:33 |
Thank you guys, I've fixed flow graph this way and it works great! Only a doubt it's correct to connect AI:weaponSelect "done" to > "AI:Ignore" instead of "succeed"?
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andrey_filantrop  |
Uber Modder | Member since: 25.01.2010, 15:54 | Posts: 1719 | Location: Moscow, Russia |
Likes: 9 |
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Post Topic: Re: differences AI/Physics - Switch to game Posted 23.11.2011, 07:56 |
No. Make this: misc start--->ai:ignore. Dont use ignore condition after weapon select. Also you may add here ai:autodisable input ''off''. About output succeed or done - better to use succeed, but in this way when ignore is set - doesnt really matter. Use "succeed" by default
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perceptionBow  |
Beginner | Member since: 01.11.2010, 16:37 | Posts: 19 |
Likes: 0 |
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Post Topic: Re: differences AI/Physics - Switch to game Posted 23.11.2011, 20:18 |
Really really thanks! It works well. Just to have a confirm I've added below the flow graph done once followed your previous post.
Thank you again
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andrey_filantrop  |
Uber Modder | Member since: 25.01.2010, 15:54 | Posts: 1719 | Location: Moscow, Russia |
Likes: 9 |
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Post Topic: Re: differences AI/Physics - Switch to game Posted 24.11.2011, 18:05 |
Ok, if its your idea - then yes. The "autodisable/off" is a node which makes an ai to act even if he is outside of a visibility range. Just in case if you dont know.
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perceptionBow  |
Beginner | Member since: 01.11.2010, 16:37 | Posts: 19 |
Likes: 0 |
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Post Topic: Re: differences AI/Physics - Switch to game Posted 25.11.2011, 12:30 |
Ok, there's so much to learn about Cryengine... but in this case I'm satisfied of what done 'cause it works.
Bye and thank as ever.
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