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I think the problem here is with our get neighbor ground level function. The ground is walkable, but there's not enough headroom.
little drop-offs can trap AIs
Stairs quirk: villagers get stuck unless approaching raised doorway head-on
They don't share a space well.
Wandering villagers tend to fall into crevices.
I've started experimenting with pathfinding logic in my hider villager job, and so far my attempts are no better.
This is further complicated by that some AIs should "use" crevices for strategic advantage.
This is a basement lobby trap in a unit testing facility. I want to make amphibious guards who will hide on the water-floor until triggered by the presence of a player, at which point the player has no idea the number or direction of guards surrounding him. There are also villagers (in secure laboratories) and normal guards on that floor who need to not fall into the water.
It would be nice to handle ladders...
...and trapdoors
The text was updated successfully, but these errors were encountered:
This is more a movement code issue than a pathfinding thing.
Pathfinding could prevent these things from happening, but I think what needs improvement to address these issues is the movement logic.
Villagers get stuck sometimes.
I think the problem here is with our get neighbor ground level function. The ground is walkable, but there's not enough headroom.
little drop-offs can trap AIs
Stairs quirk: villagers get stuck unless approaching raised doorway head-on
They don't share a space well.
Wandering villagers tend to fall into crevices.
I've started experimenting with pathfinding logic in my
hider
villager job, and so far my attempts are no better.This is further complicated by that some AIs should "use" crevices for strategic advantage.
This is a basement lobby trap in a unit testing facility. I want to make amphibious guards who will hide on the water-floor until triggered by the presence of a player, at which point the player has no idea the number or direction of guards surrounding him. There are also villagers (in secure laboratories) and normal guards on that floor who need to not fall into the water.
It would be nice to handle ladders...
...and trapdoors
The text was updated successfully, but these errors were encountered: