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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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