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Author: Subject: AI Capibilities (Super Vision)
Rukus
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[*] posted on 10-13-2005 at 12:00 AM
AI Capibilities (Super Vision)


Hi all, is there a way to make the AI so they can not see through high grass and bushes and such?

Its really a pain when you try and sneak into a area in the tall grass by crawling and they start firing at you and hose you down even before you can see the little guys.

It appears to me that the AI need more knobs to adjust their abilitys.

Heck they start shooting before you even show yourself over a hill.

All this grass and bushes stuff is a waste of coding if it doesn't do anything for your stealth capabilitys.
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Eagle_Eye
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[*] posted on 10-13-2005 at 01:32 AM


Nova bases the games on internet play..human against human...SP or Coop against AI is always an afterthought with them..

So, the tall grass etc is really only good for team games...

The deal with AI seeing through items is this..(and there's nothing we can really do except map with this in mind..)

..AI can't see through collision boxes..(CB's) for anyone building stuff in 3D Max..a CB is what stops you walking through a wall..but lets you walk through a doorway..

So, if you can walk throught it, then AI can see through it..including grass and branches with leaves..

The over the horision vision is not explanable with this..who knows why..but, once again..we all know about it, and mappers should be mapping to avoid the issue..

EE









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[*] posted on 10-24-2005 at 05:01 PM


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perigrine falcon
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[*] posted on 10-25-2005 at 04:11 AM


there are a few ways to make it so this problem isnt as bad.

change the AI to blind and/or set the max/min engagement and max attack distance really low.

then set up area triggers to raise thier attributes and/or set them to not blind.

example if you have them in a valley set area triggers realisticly close to them and set area triggers on hill tops where they should be able to see a player.

you would probably aslo have to set up the events so they reset back to blind after a certain amount of time. if not once an trigger has been set off the AI will be not blind and/or have realisticly higher attributes that would put you back at the same situation that you are tyring to resolve.

however there is an easier way as EE has touched on place the AI around buildings and/or vehicles since they cannot see through them
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