Tech Blog [Month 3 - Week 2]
- Ryan Vafiadis
- Mar 13, 2017
- 1 min read
The priority right is to get the AI to move up to the second floor as part of tactical decision making.
I've created a new routine to grab a tactical position at random during evaluation.
I'm having an issue actually getting the AI to move up to the second floor mesh.
Created a tactical position check using static variables and a single check throughout all instances so that it can detect different level properties, or if I decide to disable this feature without errors.
The AI's targeting system can cause a crash if its raytrace doesn't return a collider; created error checking to solve this. Also made the targeting checks more specific, hopefully this will solve other issues.
The previous fix seems to have finally fixed the AI idling problem at the start.
Ran into an issue with the AI firerate but it turned out to be an issue with the prefab config.
Discovered that the AI nav agent's area mask prevented movement to the second floor. Disabled tactical point movement for now.
Encountered problems with how the nav mesh is baked on the second floor. Will use off-mesh link traversal as a temporary fix.
Created off-mesh links on the second floor so the AI can jump off.
Helped Jimmy create the state machine for the animations.
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