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Passing under a bridge?


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I am attempting to create a map whereby the actors (either player or computer AI) may have to pass beneath a bridge. I have noticed that for the "View Pathfinding" option, I find that the computer marks any area beneath the bridge's borders as red. This, no doubt, indicates that the AI will never go beneath a bridge.

True to form, in play-testing, I find that the AI does not go through a bridge/tunnel object, but rather will attempt to go around it, even if it is placed on an array path.

Has anyone had this same problem and is there a workaround?

Thanks!

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In my attempts to create a new bridge for ToW for my map, I've been unable to model a bridge which allows the AI to pass beneath (which is a big drawback for me).

It seems there are only two ways of doing it, neither one being perfectly satisfying:

either the AI can cross the bridge on top normally, but will not be able to pass beneath; or the AI can pass beneath the bridge, but will not be able to walk on top.

The red squares of the AI pathfiding cells act like a barrier, blocking the way for the AI.

This is really annoying, as there are many maps that would require having a bridge crossing a road rather than a river.

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Knokke, i've sent you a letter with corrected bridge file (one of our modelers did it), hopefully it will work right:)

About passing under the bridge - sadly, currently this is impossible (there is one layer of pathfinding cells and it's CPU hog already). We hope to implement support of such situations later.

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We hope to implement support of such situations later.

That's excellent news :) ! ToW and ToW2 are the best WW2 RTS games available; it can only become better if they could be improved even further. hmmm... what about having mortars, trains, boats, ships and amphibian vehicles as well as less limited bridges and tunnels? I believe I've to stop the list before 1C devellopers starts to hate me ... :D I know you guys are very busy with ToW2 already.

Knokke, i've sent you a letter with corrected bridge file (one of our modelers did it), hopefully it will work right

Thanks a lot for the help provided. The file need a bit tweaking, but obviously, the pathfinding cells problem I had is solved in the file you sent me. I sent a mail to you explaining the few problems I had with the file.

At the moment, I'm in a spell of bad luck: the laptop on which I was doing my modding for ToW had a failure of the graphic card, it is now in the repair shop. I hope they will manage to repair it, because I don't have a backup for all my work. And worst: my external hard drive died two days before my laptop, which means that all my backup files for my Grave map were lost. The only version I have is now on my laptop... :(

Fortunately, I had some of the files for my other ToW modding projects saved on my FTP; so not everything is lost.

Again, thanks for your help and great support Sneaksie.

-Knokke

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