Difference between revisions of "Questions"

356 bytes added ,  22:41, 6 June 2006
imported>Decoup
imported>TheImperialDragon
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:I believe I have the answer. You need to use path finding, but only create the paths to door B. also make sure the ai paths don't run too close to door A or the character may move to the closest point then leave the path and head straight for the door. I also suggest that you use the blue pathnodes because they take priority. See [[Pathing_and_Playtesting]] for more information.[[User:Decoup|Decoup]] 22:23, 6 June 2006 (EDT)
:I believe I have the answer. You need to use path finding, but only create the paths to door B. also make sure the ai paths don't run too close to door A or the character may move to the closest point then leave the path and head straight for the door. I also suggest that you use the blue pathnodes because they take priority. See [[Pathing_and_Playtesting]] for more information.[[User:Decoup|Decoup]] 22:23, 6 June 2006 (EDT)
::I have a slightly different approach.  You can use a [[SubSpace]] zone so that the NPC regonises that he/she should only use that door.  See the article for specifics on how they work.  Anyway, either one of these methods (mine and Decoup's) have potential, so give them both a try. [[User:TheImperialDragon|TheImperialDragon]] 22:41, 6 June 2006 (EDT)