Product Chat / Soldier not following waypoint

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Trollbae
Reviewed GameGuru on Steam
4
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Joined: 4th Jun 2019
Location: England
Posted: 5th Jan 2020 21:59
Hello,
This is a map that is currently in progress, and for some reason my base combat soldier is refusing to follow the way points I have provided for him until the player is near. He just remains stationary, then when the player is near, he starts following the points. This would be fine if the player didn't have a high-zoom sniper rifle where he can just zoom in and see the enemy whilst he is stationary.

The soldier alwaysactive=Yes and IsImmobile=No. Any ideas why this is not working?

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Avenging Eagle
18
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Joined: 2nd Oct 2005
Location: UK
Posted: 5th Jan 2020 23:28
Sadly, AI scripts will only start running once the player is within (I think) 3000 units of the entity running the script, regardless of whether you set him to alwaysactive or not. This was done as an efficiency measure to stop Game Guru running AI scripts on enemies on the other side of the map, but it makes it really difficult in situations like this.

I've encountered this problem myself but never found a way around it, short of redesigning my levels to not feature great distances between the player and enemies. It kinda sucks...

AE
3com
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Joined: 18th May 2014
Location: Catalonia
Posted: 6th Jan 2020 01:48
For me it works well, I've tried the combat soldier.
The sequence is as follows:
He goes from the first node to the last and then passes to idle state for a short time, then returns to the first node and back to the last, and repeats the same process, while the player watches from a distance.
I did not need "Always active = yes"

Maybe checking files via steam, might help.
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synchromesh
Forum Support
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Posted: 6th Jan 2020 02:35 Edited at: 6th Jan 2020 02:36
Quote: "Sadly, AI scripts will only start running once the player is within (I think) 3000 units of the entity running the script, regardless of whether you set him to alwaysactive or not. "

Really ?
If you look very closely you can only just see him walking .. Any further back and hes out of sight .
This is with always active on BTW

The only person ever to get all his work done by "Friday" was Robinson Crusoe..
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Avenging Eagle
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Joined: 2nd Oct 2005
Location: UK
Posted: 7th Jan 2020 07:25
Ah. Just ran my own tests and sure enough it worked fine. This has obviously been patched at some point.

In that case, Trollbae, I'm scratching my head a bit - maybe the waypoint path is too complex? Have you tried laying out a simpler path?

AE
Belidos
3D Media Maker
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Joined: 23rd Nov 2015
Playing: The Game
Posted: 7th Jan 2020 10:16
From your original screenshots it looks to me that the start of the waypoints is too close to another point in the loop of waypoints and it's probably getting confused as to where to start walking.

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Trollbae
Reviewed GameGuru on Steam
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Joined: 4th Jun 2019
Location: England
Posted: 10th Jan 2020 17:05
Thank for all the comments everyone,

Unfortunately I have tried running a simpler way point, removed nearby waypoints too but still nothing is working properly.
Until the today where I load up the level and scope in, contemplating removing the entity all-together, and starts staggering to the left,

Suddenly my faith in GG reignites, but this will forever go down as one of the mystical GG inconsistencies...

TLR - It works now thanks guys
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