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Joint Operations Anything about the Joint Operations series of games. |
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#1
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AI Node Coordinate System
Does anyone know if the AI Node Palette in the Nile Editor actually works in allowing AI to move around objects intelligently? I have never gotten it to do anything in any maps I've experimented with.
I did an experiment to see if the game engine actually recognized and loaded a .AIN file by putting a breakpoint on an address with a "_AINode::LoadNodeFile" reference inside an executable debugger. The break point was set off on the load screens that had a .AIN file attached to the mission but the ones lacking one never hit the breakpoint and continued on. This tells me there is some way to use the AI node files because the game does seem to read the .AIN files. Even with the .AIN file loaded I'll tell a soldier to move to a building and place obstructions in front of him with the nodes generated from the Nile Editor and he still won't follow the nodes around said objects without a waypoint. ![]() |
#2
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Perhaps the AI needs some flag or another activated to acknowledge the .ain information? Maybe some AIs don't even have an .ain following routine in their programming? Is there any level of incompetence NeverLogic could sink to that would truly baffle me?
I'm feeling a little cynical right now, and I usually joke about rooting for the asteroid, but tonight? No comment.
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#3
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Perhaps, I wish I knew but I don't know a whole lot about the mod tools, editors, or the game engine. I have a little bit of reverse engineering knowledge and find it quite interesting that I can't find almost any information on the Nile Editor's node system on Google. It makes sense to get it working because it would make COOP missions much better for AI navigation.
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#4
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good luck.
almost every single coop mapper just made sure there were no obstructions to impede the AI in a coop map and/or we just set up waypoints for them to follow around objects. ![]() |
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