Difference between revisions of "Pathing and Playtesting"

18 bytes added ,  14:23, 14 June 2007
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imported>Skyler Oberon
imported>Skyler Oberon
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Pathnodes are placed to create a network which AI uses to navigate the cell.  While certain aspects of AI may not use the pathnodes, most navigation is handled by analyzing this network.  Thus it's very important to pathnode our cells carefully to get good behavior from our NPC's.
Pathnodes are placed to create a network which AI uses to navigate the cell.  While certain aspects of AI may not use the pathnodes, most navigation is handled by analyzing this network.  Thus it's very important to pathnode our cells carefully to get good behavior from our NPC's.
<br>[[Image:tut_img_15.jpg]]<br>
<br>[[Image:tut_img_15.jpg]]<br>
Press the button indicated above to switch to pathnode mode in the CS.  Depending on your viewing angle, you may notice a pre-existing network of pathnodes in the cell.  Remember the cell we duplicated way back at the beginning of this tutorial?  Pathnodes exist in parrallel of the cell, so they can only be manipulated, created or deleted in this mode.  (Notice also that you cannot select or otherwise affect the regular cell objects in this mode.) Drag a selection box around the old nodes and delete them now.  Move the camera around to make sure you got them all.
Press the dotted button circled in the image above to switch to pathnode mode in the CS.  Depending on your viewing angle, you may notice a pre-existing network of pathnodes in the cell.  Remember the cell we duplicated way back at the beginning of this tutorial?  Pathnodes exist in parrallel of the cell, so they can only be manipulated, created or deleted in this mode.  (Notice also that you cannot select or otherwise affect the regular cell objects in this mode.) Drag a selection box around the old nodes and delete them now.  Move the camera around to make sure you got them all.


Maneuver your view to the dungeon entrance and go into pathnode mode.  Right click the floor just inside the door.  This creates a basic node.  Now, while holding <b>"ctrl"</b>, click to create another where the entrance widens.  Notice the yellow line linking these?  That means the AI will see a valid path between the two points.  Note that this overrides what you may consider "common sense".  Be sure that these paths <i>actually are valid.</i>
Maneuver your view to the dungeon entrance and go into pathnode mode.  Right click the floor just inside the door.  This creates a basic node.  Now, while holding <b>"ctrl"</b>, click to create another where the entrance widens.  Notice the yellow line linking these?  That means the AI will see a valid path between the two points.  Note that this overrides what you may consider "common sense".  Be sure that these paths <i>actually are valid.</i>