Open GoogleCodeExporter opened 9 years ago
Possible cause:
Vehicle order positions not being placed on the infantry navmesh as well as the
vehicle mesh. If a bot winds up anywhere on the map where there is no infantry
mesh it will die.
Request a specific location in a specific map where this problem regularly
occurs; if that is indeed the problem this issue can be easily corrected.
Original comment by bf2...@gmail.com
on 15 May 2011 at 6:17
I saw this on Gazala..
Germans exiting their vehicles as they rush across the valley before the first
flag on the left (sorry i can't recall exact name of the point).
I started to take a notice of this when as a brit found myself hitting empty
tanks with 6 ponder from a defense position..
Original comment by bokis...@gmail.com
on 15 May 2011 at 11:30
Making tanks' primary seat, a no-exit for infantry as was done for static guns
will rid this problem, since bots will be forced to deal with faulty navmesh or
whatever with retreat a non-option. It may be an issue where vehicles beinh
handled in an ungainly fashion drive off their navmesh i.e. into minute zones
without mesh, and the bots clueless of what to do, bail and instantly die,
still being 'off the map'. If they remained in their vehicles, they just might
have a better chance of figuring it out - they may also die IN their tanks, but
the odds are better, and its less work than trying to fix all maps navmeshes.
Original comment by y...@bslglobal.com
on 15 Jun 2011 at 7:49
However key areas, where this DOES occur:
1. Mersa Matru - Decending the cliffs overlooking Matru station.
2. Mersa Matru - Coming off the German beach base, approaching the town
3. Operation Cobra - The valley overlooked by the train station... something
about those rails *jk*
4. El Alamein - The area directly to the south of the British outpost @ Tel Al
Makh Khad facing Kidney ridge, the area that dips.
5. Supercharge - The area between Gazal Station and the town of El Daba.
Happens less often the former, but happens nonetheless.
6. Alam Halfa - Approaching the central front-line British defensive line.
7. Lebisey - In front of the German AT position to the South West, the one with
the trench-line
8. Siege of Tobruk - the open area leading up the front-line. More from the
LeFH18 side than from the side where the PAK34 gun is.
9. Gazala - Everywhere! Actually, it happens more so on the way to the British
defensive blocks. Specifically, Sidi Muftah
Original comment by y...@bslglobal.com
on 15 Jun 2011 at 7:01
Original comment by djbar...@djbarney.org
on 7 Feb 2012 at 9:30
The reason this is happening is because the navmesh is too high off the terrain
in these certain spots.
A bot will drive along, realize he isn't 'connected' to the vehicle navmesh
anymore and will bail.
If the infantry navmesh is also too high in these spots (generally the case,
but not always), the bot will die once he bails.
Why does this happen? In other words, why is the navmesh too high in these
spots?
The navmesh generator likes to 'optimize' navmeshes. It saves time and file
size in doing so. And most of the time, this is perfectly acceptable and more
importantly, playable.
So instead of following the terrain more closely, it gets 'lazy'.
It connects from one high point to another creating a 'bowl effect'.
Gradual terrain is notorious for creating these areas.
So how do you correct this?
Easiest would be to edit the original navmesh files, but I imagine those aren't
available or even exist anymore.
Making bot tankers that never exit (suggested in comment 3) can work, but not
without problems.
They will just sit there forever, until killed.
They won't try to correct the mistake because they can't. They are disconnected
from the vehicle navmesh and therefore can't move.
So new navmeshes would need to be made and edited if the same problem arises.
Note that this can happen to infantry, also.
If infantry bots journey into 'high nav spots' they will die.
Original comment by evanthom...@gmail.com
on 29 Feb 2012 at 11:11
Original issue reported on code.google.com by
mydji...@gmail.com
on 24 Apr 2011 at 11:56