Bottlenecks in th AIs paths
Issue #177
resolved
As I mentioned earlier in different issue, there is still some places where sidekicks go really mad. Here's a couple.
E1M7A
For some weird reason your buddies like to gather around the big hatch to the right
and has a real trouble navigating this ledge not far away
E1M7B
Now they just can't ignore that giant hole in the wall and won't go further the corner, where you stand, without you spamming "come" command
and then they just never go upstairs with you seconds later
Comments (4)
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I have a rebuild of much of E1M7b underway with widening of many areas and an improvement of the nodes. I can also take a look at those nodes in E1M7a.
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e1m7b is fixed pending a map update with fixed nodes. Will look at e1m7a nodes.
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- changed status to resolved
Node fixes will be in next map update.
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The sight path code is shitty; needs a lot of testing so I probably won't get around to investigating AI solutions until later this year.