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AI Pathfinding
*sam*
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Just to let you know I'm patching in (server-side only) a change that will specifically attempt to stop the NPC cars from attempting to climb hills that are too steep, while doing pathfinding.

This particular issue has been gradually getting worse over the last several months, as the amount of pathfinding data available to the NPCs continues to grow.

I'd be very interested to hear any observations about their behaviour following this change.

I have also made a fix so that peds have their 'bulk carried' reduced (as it should be) when they use up ammo.
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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted Apr 27, 2009, 12:41 pm
*Grograt*
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There goes FL sniping :rolleyes:
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vet marshal wv community

Posted Apr 27, 2009, 12:50 pm
lordbam
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Or it makes it more interesting....
Looking forward to trying it out.
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vet wv zom0,3,0

Posted Apr 27, 2009, 1:45 pm
Mad Mike
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If we are on the top of a steep hill does this mean they wont come climbing after us?
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vet wv

Posted Apr 27, 2009, 3:56 pm
*sam*
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Mike, they *should* take a roundabout route if one exists.
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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted Apr 27, 2009, 4:39 pm
Mad Mike
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Ill watch out for it
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vet wv

Posted Apr 27, 2009, 4:54 pm
lordbam
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and what if they don't have it?
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vet wv zom0,3,0

Posted Apr 27, 2009, 6:10 pm
Jety
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If they are taking damage and there is no valid path to the source, they should flee the map.
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vet wv

Posted Apr 27, 2009, 9:00 pm
*sam*
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They don't exclusively rely on pathfinding, they take several other approaches too, so will have something to fall back on if there's no route.
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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted Apr 27, 2009, 9:48 pm
Fealty Lost
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...just keeps getting better. Thanks again Sam for the time and effort. Can't wait to see what happens with the NPC's next...I actually had one stop on a ridge and try to snipe me...from 130 meters out.

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vet wv

Posted Apr 27, 2009, 11:39 pm
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Just a little bit of feedback for you Sam.

Led a Masher and friends on a chase and the Masher tried an overly steep climb to take a short-cut. However, on finding itself stopped it turned and came down at an angle to go around the hill nicely. The other cars didn't even try the climb in the first place and just came around the hill. So looks pretty good to me so far.

When I have the time I will try out a few known spots on the Somerset maps to see how the new pathfinding deals with those.
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vet wv marshal pvp4 community pvp20,1,0

Posted Apr 28, 2009, 6:57 am
*sam*
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Quote:
Led a Masher and friends on a chase and the Masher tried an overly steep climb to take a short-cut. However, on finding itself stopped it turned and came down at an angle to go around the hill nicely. The other cars didn't even try the climb in the first place and just came around the hill. So looks pretty good to me so far.


Excellent! That's precisely what I hoped would happen. Basically potions of the pathfinding data are being marked 'bad' in the uphill direction only, as they're found.
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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted Apr 28, 2009, 12:07 pm
*sam*
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Here's a section of the pathfinding data in 'Highway to Hell' rendered as green lines, in case you're interested..

http://www.dark-wind.com/images/astar.jpg
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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted Apr 28, 2009, 2:59 pm
lordbam
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so an NPC car checks how he can go from 1 point to another with that spiderweb?
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vet wv zom0,3,0

Posted Apr 28, 2009, 4:33 pm
The Paranoid Tourist
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That's one of the coolest things I've ever seen.
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vet gateautumn gwextrav raceL1 wv e2g0,2,0

Posted Apr 28, 2009, 8:15 pm
*sam*
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Pleased you liked it :-)

Quote:
so an NPC car checks how he can go from 1 point to another with that spiderweb?


Yeah, in order to get from one point to another on the terrain, the NPC finds the closest points on the mesh and then builds the shortest path between them along the mesh.

The actual pathing data having been gathered over the last few months by recording human players..  :cyclops:
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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted Apr 28, 2009, 9:23 pm
*Grograt*
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This is so interesting, letting your secrets out, great to find out a little about the mechanisms of the game :D
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vet marshal wv community

Posted Apr 28, 2009, 9:37 pm
lordbam
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does the car influence the path finding?
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vet wv zom0,3,0

Posted Apr 28, 2009, 10:11 pm
Fealty Lost
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Sam:
Have done two scouts in Elms; one "gates" map and one "road to somerset" map.
On "gates," I set up a crossfire on a semi-steep hill with a sloped 'ramp' like bit that led up to where I was sitting with 3 Apaches.
A Rocky came straight in on the slope, slowing to do so. A Masher charged straight up the steep slope...slowed...and peeled off and swung around to try the ramped slope.
On the other side, there was a small hillock with gulleys around it. The bad guys didn't even bother with the steep slope, instead ducked into the gulleys to avoid fire and came right back up again into the roadway, blazing away. Only when I started firing from that position into their right flank did a Marauder peel off and try to come at us, firing rockets as he did.

On the "road to" map, not a lot of high elevations, but I was flanked on the one high side there was by two bad guys...who had to put some real effort into getting into that position. I had to move resources to deal with them. Several Car Rifle and rocket-equipped baddies moved out of the travel path of the 'pack' and onto ridge lines and started sniping at me.

Seems a good improvement...the bad guys keep moving more, now...and seem to 'think' about their approaches.
Looks good! Thanks!
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vet wv

Posted Apr 28, 2009, 11:00 pm
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Quote:
The actual pathing data having been gathered over the last few months by recording human players


Let me know if you ever reset it all so that I can be sure to drive around in circles for a few days to confuse the heck outta the NPCs.
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vet gateautumn gwextrav raceL1 wv e2g0,2,0

Posted Apr 28, 2009, 11:23 pm
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