Product Chat / Hope this was fixed in the update

Author
Message
PCS
7
Years of Service
User Offline
Joined: 7th Jul 2016
Playing:
Posted: 25th Dec 2017 08:01
Ai feet sinking in to pavement even if i place them n little higher up in the air
Windows 7 Professional 64-bit
Intel(R) Pentium(R) CPU G3260 @ 3.30GHz (2 CPUs), ~3.3GHz RAM 4GB NVIDIA GeForce GT 730
DirectX Version: DirectX 11

Attachments

Login to view attachments
smallg
Community Leader
18
Years of Service
User Offline
Joined: 8th Dec 2005
Location:
Posted: 25th Dec 2017 10:04
Have the characters been scaled in any way? Try making the collision capsule bigger (found in setup.INI I think).
lua guide for GG
https://steamcommunity.com/sharedfiles/filedetails/?id=398177770
windows 10
i5 @4ghz, 8gb ram, AMD R9 200 series , directx 11
Belidos
3D Media Maker
8
Years of Service
User Offline
Joined: 23rd Nov 2015
Playing: The Game
Posted: 25th Dec 2017 11:05
Try placing a floor zone over the pavement AND raise the characters up so they're a little higher over the pavement see if that helps.

Also make sure the pavement entity has collision enabled in it's fpe (collisionmode = 1 for poly collision, collisionmode = 0 for box collision )

Primary Desktop:
i7 7700,k NV1070 8GB, 16GB 3200mhz memory, 1x 2TB Hybrid, Win10.

Secondary Desktop:
i5 4760k, NV960 2GB, 16GB 2333mhz memory, 1x 2TB Hybrid, Win10.

Laptop:
i3, Intel 4000 series graphics, 6GB memory, 1x 500gb HDD, Win8.1.
PCS
7
Years of Service
User Offline
Joined: 7th Jul 2016
Playing:
Posted: 26th Dec 2017 06:36 Edited at: 26th Dec 2017 06:37
@ smallg, no the characters is normal size . if do make the collision bigger in the setup ini , its then for all the entities. ?

@Belidos in picture 3 you can see i have lift the ai up already. if i do put a floor zone there then the characters will not chase the player , they will stay in that floor zone.
Windows 7 Professional 64-bit
Intel(R) Pentium(R) CPU G3260 @ 3.30GHz (2 CPUs), ~3.3GHz RAM 4GB NVIDIA GeForce GT 730
DirectX Version: DirectX 11
PCS
7
Years of Service
User Offline
Joined: 7th Jul 2016
Playing:
Posted: 26th Dec 2017 11:26
ok i have solved the problem by almost rebuild the hole map, have lowered the pavement and everything like buildings and thing inside buildings down on to the pavement.
Windows 7 Professional 64-bit
Intel(R) Pentium(R) CPU G3260 @ 3.30GHz (2 CPUs), ~3.3GHz RAM 4GB NVIDIA GeForce GT 730
DirectX Version: DirectX 11
synchromesh
Forum Support
10
Years of Service
User Offline
Joined: 24th Jan 2014
Location:
Posted: 26th Dec 2017 11:33
Quote: "ok i have solved the problem by almost rebuild the hole map,"

Hold on guys ... lets not forget ... Its a preview, Beta ... it may all change ... don't waste time trying to fix your maps as its still all W.I.P and there are no guarantee that anything wont change drastically in fact a lot definitely will ...
The only person ever to get all his work done by "Friday" was Robinson Crusoe..
PM
Belidos
3D Media Maker
8
Years of Service
User Offline
Joined: 23rd Nov 2015
Playing: The Game
Posted: 26th Dec 2017 14:29 Edited at: 26th Dec 2017 14:31
Quote: "@Belidos in picture 3 you can see i have lift the ai up already. if i do put a floor zone there then the characters will not chase the player , they will stay in that floor zone."


I've texted it myself, it works. The AI will run around within the zone on top of the floor, you just add nodes to the zone and put the zone wherever you need it, that's kind of the point of the floor zones in the first place, it was designed so that AI could stand on areas above the terrain, as well as to control where they can and can't go.

Primary Desktop:
i7 7700,k NV1070 8GB, 16GB 3200mhz memory, 1x 2TB Hybrid, Win10.

Secondary Desktop:
i5 4760k, NV960 2GB, 16GB 2333mhz memory, 1x 2TB Hybrid, Win10.

Laptop:
i3, Intel 4000 series graphics, 6GB memory, 1x 500gb HDD, Win8.1.
PCS
7
Years of Service
User Offline
Joined: 7th Jul 2016
Playing:
Posted: 26th Dec 2017 17:49
that is the hole problem, i dont want the ai to just run on the pavement were the floor zone is, my maps are build in a way that they must be able to chase you down and kill you not just stay in the floor zone.

but like i said, i fixed it.
Windows 7 Professional 64-bit
Intel(R) Pentium(R) CPU G3260 @ 3.30GHz (2 CPUs), ~3.3GHz RAM 4GB NVIDIA GeForce GT 730
DirectX Version: DirectX 11
Belidos
3D Media Maker
8
Years of Service
User Offline
Joined: 23rd Nov 2015
Playing: The Game
Posted: 26th Dec 2017 19:59
Then just put one big floor zone over the whole thing

Primary Desktop:
i7 7700,k NV1070 8GB, 16GB 3200mhz memory, 1x 2TB Hybrid, Win10.

Secondary Desktop:
i5 4760k, NV960 2GB, 16GB 2333mhz memory, 1x 2TB Hybrid, Win10.

Laptop:
i3, Intel 4000 series graphics, 6GB memory, 1x 500gb HDD, Win8.1.
Belidos
3D Media Maker
8
Years of Service
User Offline
Joined: 23rd Nov 2015
Playing: The Game
Posted: 26th Dec 2017 20:02
Then use a floor zone over the whole thing, that way everywhere is navigable to the ai.

Nothing else will be fixed for this because that is what the addition of the floor zone was for, the floor zone was the fix.

Primary Desktop:
i7 7700,k NV1070 8GB, 16GB 3200mhz memory, 1x 2TB Hybrid, Win10.

Secondary Desktop:
i5 4760k, NV960 2GB, 16GB 2333mhz memory, 1x 2TB Hybrid, Win10.

Laptop:
i3, Intel 4000 series graphics, 6GB memory, 1x 500gb HDD, Win8.1.
Blacknyt46
8
Years of Service
User Offline
Joined: 29th Feb 2016
Location:
Posted: 26th Dec 2017 21:29
(Then use a floor zone over the whole thing) That's what I do. And it works great.
Jim C
PCS
7
Years of Service
User Offline
Joined: 7th Jul 2016
Playing:
Posted: 26th Dec 2017 22:56
Quote: "Then use a floor zone over the whole thing, that way everywhere is navigable to the ai. "


sometimes one needs to plan how the lay out of a map is going to be, and were ai is going to walk and were not.
you just dont put a floor zone all over the place , it's not logical to plan like that.

no thanks. i will only use floor zone's were i want to because i plan my map that way,,, not because im forced to do so because the ai do not work correctly.
like is said. i fix it my way for now.
thanks again for all the info.
Windows 7 Professional 64-bit
Intel(R) Pentium(R) CPU G3260 @ 3.30GHz (2 CPUs), ~3.3GHz RAM 4GB NVIDIA GeForce GT 730
DirectX Version: DirectX 11
UNIRD12B
GameGuru TGC Backer
9
Years of Service
User Offline
Joined: 2nd May 2014
Location: Canada
Posted: 27th Dec 2017 03:03
Hi guys ,
ok just tried a bunch of different Zombies in a map.
- laid down a floor zone
- placed the first 4 zombie types...and they all worked.
- then...placed in the next 2----female Zombies/...and NEITHER seemed to work properly
as some have said,,,,they ran jagged attacks then seemed to stall.

anyone else try this and get different results ?>

Thx

UNIRD12B
Let\'s actually make something happen with this one !
Belidos
3D Media Maker
8
Years of Service
User Offline
Joined: 23rd Nov 2015
Playing: The Game
Posted: 27th Dec 2017 07:43 Edited at: 27th Dec 2017 07:47
Quote: "sometimes one needs to plan how the lay out of a map is going to be, and were ai is going to walk and were not.
you just dont put a floor zone all over the place , it's not logical to plan like that."


You just used the opposite argument to not place floor zones where you want them to walk, because " if i do put a floor zone there then the characters will not chase the player , they will stay in that floor zone." So what do you want? Do you want them to stick to certain areas or be able to move everywhere? Or are you just rejecting advice for the sake of rejecting advice?

Quote: "not because im forced to do so because the ai do not work correctly. "


Except it is working correctly, the AI is designed to work with the floor zones when higher than terrain, that's how it has been designed.

We're actually lucky that AI can walk on terrain without placing floor zone, other engines have similar feature, in Unity to get AI to move about on your terrain you have to create a nac mesh, which tells the AI where it can walk, the difference here is we have to place it manually and adjust it, whereas in Unity you use a script to generate the nav mesh, then you manually tweak it, in fact we're one better than Unity in that regard, because the terrain itself already works with AO, whereas you need to create a nav mesh just to get them walking on terrain in Unity.

Quote: " it's not logical to plan like that."


Pretty much every Unity project works like that, you create your terrain, add your models, then create a nav mesh for the whole level, just to get them to walk on terrain.

Primary Desktop:
i7 7700,k NV1070 8GB, 16GB 3200mhz memory, 1x 2TB Hybrid, Win10.

Secondary Desktop:
i5 4760k, NV960 2GB, 16GB 2333mhz memory, 1x 2TB Hybrid, Win10.

Laptop:
i3, Intel 4000 series graphics, 6GB memory, 1x 500gb HDD, Win8.1.
PCS
7
Years of Service
User Offline
Joined: 7th Jul 2016
Playing:
Posted: 27th Dec 2017 10:22
Quote: "
Pretty much every Unity project works like that, you create your terrain, add your models, then create a nav mesh for the whole level, just to get them to walk on terrain."


This is gameguru. Lol

My problem is fix for now. Relax.
Enjoy the holidays.
Windows 7 Professional 64-bit
Intel(R) Pentium(R) CPU G3260 @ 3.30GHz (2 CPUs), ~3.3GHz RAM 4GB NVIDIA GeForce GT 730
DirectX Version: DirectX 11
Belidos
3D Media Maker
8
Years of Service
User Offline
Joined: 23rd Nov 2015
Playing: The Game
Posted: 27th Dec 2017 10:30 Edited at: 27th Dec 2017 10:33
Quote: "This is gameguru. Lol"


True, but i'm just making a point that we haven' got it so bad, and that you may think it's not logical, but if some of the top engines have decided it's the way to go there must be some logic there you are missing.

I'm perfectly relaxed, just trying to help you out and help you understand how it's supposed to work Personally i would have preferred a generated nav-mesh that can be tweaked, instead of a floor zone that you create manually, but it's what we have and it works well if used right, and technically better because you only need to put it where you want it, whereas a unity nav mesh goes down in one piece and you have to shape and cut bits out of it.

Hope you had a good xmas

Primary Desktop:
i7 7700,k NV1070 8GB, 16GB 3200mhz memory, 1x 2TB Hybrid, Win10.

Secondary Desktop:
i5 4760k, NV960 2GB, 16GB 2333mhz memory, 1x 2TB Hybrid, Win10.

Laptop:
i3, Intel 4000 series graphics, 6GB memory, 1x 500gb HDD, Win8.1.
PCS
7
Years of Service
User Offline
Joined: 7th Jul 2016
Playing:
Posted: 27th Dec 2017 10:52
I did had a nice xmas. Hope you also had one.
Windows 7 Professional 64-bit
Intel(R) Pentium(R) CPU G3260 @ 3.30GHz (2 CPUs), ~3.3GHz RAM 4GB NVIDIA GeForce GT 730
DirectX Version: DirectX 11

Login to post a reply

Server time is: 2024-04-20 03:47:10
Your offset time is: 2024-04-20 03:47:10