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Jedi AI avoiding cliffs/pits? #89

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dusty22 opened this issue Apr 11, 2013 · 5 comments
Closed

Jedi AI avoiding cliffs/pits? #89

dusty22 opened this issue Apr 11, 2013 · 5 comments
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@dusty22
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dusty22 commented Apr 11, 2013

So in JA and I'm assuming JK2, jedi/reborn NPCs have no recognition of pitfalls or lack of ground when they're moving, and often run/jump off cliffs/into pits without any regard if there in an open area.

Now I know Jedi don't use waypoints, but they're smart enough to know when they can leap up/down after you, so is it possible similarly they could have some awareness of areas where they could fall? It's beat you can't really have jedi in open areas because they won't pay attention to cliffs and stuff.

@eezstreet
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This can be fixed, but would require recompiling the maps. Basically, it looks like the JA maps screwed up in a number of areas, including the npc "do not enter" zones. JK2 ones seem fine though.

@dusty22
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dusty22 commented Apr 11, 2013

Is that how NPCs figure things like jumping too? Or is that part of their AI?

@eezstreet
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If there's a DONOTENTER brush in the way, they won't cross it under any circumstances.

Sent from my Windows Phone


From: dusty22mailto:notifications@github.com
Sent: ‎4/‎11/‎2013 7:34 PM
To: Razish/OpenJKmailto:OpenJK@noreply.github.com
Cc: eezstreetmailto:eezstreet@live.com
Subject: Re: [OpenJK] Jedi AI avoiding cliffs/pits? (#89)

Is that how NPCs figure things like jumping too? Or is that part of their AI?


Reply to this email directly or view it on GitHub:
#89 (comment)

@dusty22
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dusty22 commented Apr 12, 2013

So I'm guessing there's no easy way that an NPC could figure out a map area was a fall without appropriate mapping? I'm not trying to be a prick, I just think if it was any kind of simple (when it comes to coding that is) that it'd be nice if Jedi would watch out for unmarked falls at least somewhat.

@eezstreet
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Not really easy. The closest you could feasibly get would be some kind of navmesh system. While some people have coded this before, it's sorta never really put to practice as of yet. You're looking at a fairly major navigation rewrite which may cause more bugs than it fixes.

Date: Fri, 12 Apr 2013 14:53:40 -0700
From: notifications@github.com
To: OpenJK@noreply.github.com
CC: eezstreet@live.com
Subject: Re: [OpenJK] Jedi AI avoiding cliffs/pits? (#89)

So I'm guessing there's no easy way that an NPC could figure out a map area was a fall without appropriate mapping? I'm not trying to be a prick, I just think if it was any kind of simple (when it comes to coding that is) that it'd be nice if Jedi would watch out for unmarked falls at least somewhat.


Reply to this email directly or view it on GitHub.

@dusty22 dusty22 closed this as completed Apr 13, 2013
TomArrow pushed a commit to TomArrow/jaPRO that referenced this issue Jan 19, 2024
* revert test?

(cherry picked from commit ef7cbe1)

* deadstop/stepsize fix

(cherry picked from commit e937560)

* light chain,

(cherry picked from commit 56aa346)

* fix?

(cherry picked from commit 47e62be)

* balances

(cherry picked from commit 0afbc93)

---------

Co-authored-by: videoP <videoprofess@gmail.com>
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